Arseniy Varganov
Game designer. I do core gameplay design, level design, and technical game design, and build tools that speed up the team: level editors, pipelines for porting legacy projects, game object and data editors, exporters and importers. Working professionally as a game designer since 2025.
- Unity
- C#
- Godot
- Git
- Claude Code
- Shader Graph
- UI Toolkit
- Google Sheets/Docs
- Yarn Spinner
- Photoshop
- Illustrator
- After Effects
Shipped titles as a game designer
Projects
2026Game-ops platform and web level editorDesigned an engine-agnostic game data format and built an MVP web level editor to automate level creation and validation in time-management games.
2025IntersectioA tactical puzzle game in a dark fantasy setting. Handled game design, narrative design, and the technical implementation in Godot. Released on itch.io and Steam.
2026Argonauts Agency: The World on His ShouldersA new installment in a time-management franchise. Designed the levels, added a new game object, and integrated assets.
2024Tributs Bunker VR ExperienceAn interactive museum project for Quest 2, built in Unity and experienced entirely in VR. Handled game design and all of the technical implementation, and presented it at exhibitions.
2024Forest of the DebtA turn-based tactical roguelike whose prototype reached the finals of the “Start the Game” accelerator. Handled game design, narrative, and code.
2020-∞Game jamsMore than 15 game jams as a game designer and programmer. Best result: Goops, 40th overall at Ludum Dare 56 and top 20 in fun, mood, graphics, and theme.
2026Wellbeing GardenMy graduation project in digital media directing. A gardening sim with visual novel elements. Handled game design, narrative design, and code.
2026Roads of Da Vinci: In Search of OriginsA time-management game, the first in its franchise. Handled technical game design, level setup, bug fixing, and testing.
2025Restaurant TycoonA mobile tycoon game, currently on hold. Designed the core gameplay.Tools and technical work
- Ported the studio’s legacy projects to a unified Unity framework
- Improved the internal level editor: hotkeys, interface ergonomics, export and import pipelines
- Built an external animation curve editor with import into Unity
- Wrote batch scripts, exporters, and importers for Photoshop
- Built my own Yarn Spinner–based narrative system in Unity for scripting story events
- Handled localization: in-game text and AI-assisted translation
Education
Specialist degree, 2026 — Saint Petersburg State Institute of Film and Television, Faculty of Screen Arts, Digital Media Directing. Graduated with honors.
It gave me a grounding in dramatic structure, pacing, composition, and directing cutscenes and animation, and it helps me find common ground with both artists and programmers.
Where I’m heading
Technical Game Designer. I build handy tools and pipelines so the team can focus on decisions instead of routine implementation work. No genre preferences. I’ve worked both as a team member and as the lead of small teams.
Technical Artist. A direction I want to grow in. I love working with animation, VFX, and shaders. So far, my hands-on experience comes only from personal projects.