Full resume as a PDF — roles, shipped titles and results in one file.
================================================ [ 04 // CONTACT ] ------------------------------------------------ EMAIL ....... andriisgamedesign@gmail.com PHONE ....... +380 955434885 LINKEDIN .... linkedin.com/in/andrey-sopot-39953512a 3D ARTS ..... artstation.com/sopotstudio ================================================
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>> SUBJECT_FILE: 01_ABOUT_ME
>> CLASSIFICATION: GAME DESIGNER //
SYSTEMS, PROTOTYPING & CORE DESIGN
>> EXPERIENCE: 8+ YEARS IN GAMEDEV //
6+ IN MOBILE
>> ALSO: 3D GRAPHICS //
artstation.com/sopotstudio
>> BASED: ODESA, UKRAINE (UTC+2) // REMOTE
>> PHILOSOPHY: [ FAIL.FAST.SCALE.FAST ]
================================================
[ 01 // OVERVIEW ]
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Game designer based in Odesa, Ukraine, working
remote. 8+ years in game development, 6+ of them
shipping mobile titles.
Designs systems and turns concepts into playable
prototypes. Strengths: systems design, concept
generation, rapid prototyping.
Also works in 3D graphics — 3D assets and
environments for VR, 3D art on a solo-shipped
title and on studio prototypes.
Currently at PamPam Studio across four titles:
Color Adventure, Survive Squad, Pocket Forts and
Alien Horde. Mentors a junior designer.
Languages: Ukrainian (native),
English (B2, working proficiency).
[ 02 // CAREER TIMELINE ]
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• 2016 – FEB 2017 | RSTYLE 3D, ODESA
3D artist on VR projects.
• 2017 – 2020 | INDEPENDENT DEVELOPER
Built a mobile game solo — design, 3D art and
production — and signed a publishing deal
with Voodoo. The title is now delisted.
• MAY 2020 – JUN 2021 | AVAZA GROUP, ODESA
Lead Game Designer. Led design across a
3-designer team, setting documentation and
prototyping process. Level design on
Fix & Repair.
• JUN 2021 – JAN 2022 | AGAIN&AGAIN, ODESA
Co-Founder & Game Designer. 3-person studio,
formerly Sopot Studio, bootstrapped on
prototype deals with Voodoo and Homa Games,
paid per prototype accepted for testing.
Produced the prototype 3D art personally.
Studio closed in January 2022 following the
full-scale invasion.
• JAN 2022 – JUL 2023 | BERESNEV GAMES, REMOTE
Game Designer. Owned core mechanics, level
design, bosses and the difficulty curve on
Monster Demolition. Took concepts from pitch
to playable build; generated and pitched new
game concepts.
• JUL 2023 – PRESENT | PAMPAM STUDIO, REMOTE
Game Designer on four titles: Color Adventure,
Survive Squad, Pocket Forts and Alien Horde.
Mentors a junior designer.
[ 03 // CORE PHILOSOPHY & WORKFLOW ]
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• HYPOTHESIS-FIRST MINDSET
Every mechanic is an assumption until
validated by player behavior and retention.
• FAIL FAST, SCALE FAST
Rapid prototyping and iterative deployment to
identify winning loops before over-committing
production resources.
• AI AS AN EXECUTION MULTIPLIER
100% human-led creative vision and
architectural decisions. AI works two ways:
as an assistant on manual workload, and as a
harness — prototyping and analytics pipelines
built around it, so a hypothesis reaches a
testable build faster.
================================================
================================================
>> CLASSIFICATION: GAME DESIGNER //
SYSTEMS, PROTOTYPING & CORE DESIGN
>> EXPERIENCE: 8+ YEARS IN GAMEDEV //
6+ IN MOBILE
>> STATUS: ACTIVE // ODESA, UKRAINE // REMOTE
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[ 01 // DESIGN ]
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DESIGN ....... Systems design
Core loop & meta design
Rapid prototyping
Concept development & R&D
Progression, economy & difficulty
balancing
Level design
Onboarding & FTUE
LiveOps & tournaments
GDD authoring
[ 02 // PRODUCT ]
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PRODUCT ...... Hypothesis design
A/B testing
Retention analysis
Soft-launch evaluation
GA4 // Firebase // Amplitude
GameAnalytics // BI dashboards
SQL (AI-assisted)
[ 03 // TOOLS ]
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TOOLS ........ Unity // Unreal // Godot
Machinations.io // Figma
Notion // Jira // Google Sheets
Claude Code // Codex
AI-assisted prototyping pipeline
[ 04 // AI AUGMENTATION ]
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• ROLE OF AI
Assistant on manual workload — and harness:
prototyping and analytics pipelines built
around AI tools, not just prompts to them.
• OWNERSHIP
100% human-led creative vision, core
decisions & system architecture.
• APPLIED USE-CASES
AI-assisted prototyping pipeline.
Self-serve analytics: SQL against the data,
written with Claude Code / Codex, instead of
waiting on an analyst.
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================================================ [ 01 // PROJECTS ] ------------------------------------------------ DOWNLOADS_TOTAL ...... 200,000,000+ ================================================
Role: Game Designer — PamPam Studio
Focus: FTUE, meta progression, LiveOps
Key contributions: Rebuilt FTUE, added meta progression, Battle Pass tuning and daily tournament LiveOps.
Impact: Improved D3 retention. 10M+ downloads.
Role: Game Designer — Beresnev Games
Focus: Core mechanics, level design, boss encounters, difficulty curve
Key contributions: Owned core mechanics, level design, boss encounters and the difficulty curve. Took concepts from pitch to playable build.
Role: Game Designer — PamPam Studio
Focus: Core loop, progression and economy systems, meta, onboarding
Key contributions: Designed from scratch: core loop, progression, reward and economy systems, meta and onboarding.
Role: Game Designer — PamPam Studio
Focus: Core loop, economy, wave balancing, level design
Key contributions: Designed from scratch: core loop, economy, wave balancing and level design.
Role: Game Designer — PamPam Studio
Focus: Retention roadmap
Key contributions: Owned the retention roadmap: difficulty curve, mid-term goals, tournaments, meta features, level and customization rework.
Impact: 100M+ installs. Improved D1 retention over the period — a package of changes, not a single A/B test.