The INTJ (Architect) excels in intellectually challenging roles that require strategic thinking, problem-solving, and innovation, often gravitating toward science, technology, or business. Their ability to balance big-picture vision with attention to detail makes them highly valuable.
While they prefer working independently and avoid office politics, developing communication and collaboration skills is essential for implementing their ideas and advancing professionally.
Over 2 years of experience in game design, primarily focused on VR projects and games. My goal is to spark player interest and gradually immerse them deeper into the game world through unique mechanics and creative solutions.
Over 5 years of experience in world creation — from architectural design and visualization to crafting game environments and assets. Building worlds has always felt like my true calling, driving me to create immersive, optimized, and captivating spaces.
Over 3 years of experience in web design. While it has always been a secondary pursuit, I take pride in creating unique and visually distinctive projects. The website you're browsing is also a result of my work in this field.
Over 4 years of experience in 3D modeling, with a focus on creating game-ready assets. Skilled in modular modeling, texturing (including atlas and trim sheets), and optimizing models for game engines. Passionate about building immersive game scenes with efficient workflows.
Experience in leading team-based architectural projects
2 years of team leadership in a game studio
Successfully assembled and managed my own development teams
I’ve been involved in organizing various events and artistic-technical processes since my school years. Leading creative teams is where I thrive, using my enthusiasm and experience to inspire effective collaboration.
I’ve been pursuing my ambitions in independent creation for a long time. This website is the culmination of my creative drive, technical skills, and artistic passion. Stay tuned for updates — and feel free to support its growth if you’d like!
In the fall of 2023, I led a team of seven developers to deliver a realistic VR CQB training simulator within a two-month deadline. The project received positive feedback on the Oculus Store and remains open for future updates.
CQB simulator in VR delivered in 2 months as the lead.
In 2023, several projects I worked on as a key level designer and 3D artist were showcased at the EGX London. The event attracted significant investor interest in Victoria VR, with the projects focused on VR galleries and a series of VR mini-games.
VR Gallery stand at EGX London exhibition. Victoria VR.
In 2024, I joined a team of enthusiasts to participate in a 48-hour game jam. We created a simple yet engaging pirate-themed adventure game, and I still keep my main prize from the event—a backpack with the Warhorse Studios logo on it.
Developed a game during the 48-hour GameHack 2023 event.
I always strive to show initiative in work. I’ve never been one to ignore unresolved issues that others tend to postpone. This personal trait, combined with my leadership ambitions, helped me to quickly advance within the company.
Became a Team Leader within one year of entering the profession.
At the age of 17, I moved alone to Czech Republic, without family and friends. At whis young age, I had to learn how to take care of myself and build my own future. Earning a degree from CTU in Prague - became a statement to my determination and resilience.
CTU requires B2-level Czech proficiency. I moved to the Czech Republic in September 2017 without any knowledge of the language. Nine months later, I passed the B2 exam and enrolled at CTU.
Learned Czech in 9 months. CTU in Prague (language exam).
During my student years, I worked as a freelance web designer. I created landing pages and larger websites with unique designs. My most notable achievement was developing the corporate website for Ekvator.cz.
Developed a website for a construction company, Ekvator.cz.
Music has been a part of my life for as long as I can remember. I have a formal music education and have performed on stages ranging from school events to city concerts.
My initiative at work can be traced back to my school years. For 6 years, I served as the main host and technical organizer of school events. That is where I gained my first skills in event management and stage performance.
Completed 9 years of music school and graduated with honors. While attending M. Lysenko Music School, I participated in dozens of music competitions. My strengths include piano performance, music theory and literature.
Participated Ukrainian music competitions. Piano, theory.
There isn't a stage in my hometown I haven't performed on. I've experienced them all, both from the audience and behind the scenes. My performances included a children's choir, a dance group, a music band, and more.
Research & Planning: I began with in-depth research on real-world CQB training: understanding key training objectives, evaluation methods, safety protocols, and tactical movement. Notably, I incorporated practical details like overhead catwalks for instructors—mirroring real-world observation methods—into the level design.
This project came with a significant challenge: to develop a full VR-based Close Quarters Battle (CQB) military training simulator from scratch within just two months. I was appointed as the lead for this project, managing a team of seven: three programmers, two 3D artists (while I contributed to modeling and level assembly), one sound designer, and one voice actor.
Weapon System:
Modular rifle with customizable attachments (flashlight, laser, suppressor).
Intuitive VR controls for shooting, reloading, and accessory use.
Magic Madness is the flagship project of Victoria VR, where my primary role was level designer, with significant contributions as a game designer.
One of my core responsibilities was developing an innovative VR magic combat system inspired by the philosophy of elemental interactions in Feng Shui. Players use VR controllers to "draw" elemental symbols in the air, casting offensive, defensive, or healing spells.
Beyond combat mechanics, I conceptualized and implemented the player lobby experience. Players begin in a fully interactive virtual apartment located on the upper floors of the iconic Victoria VR tower within the Victoria City skyline. This personal space serves as both a pre-game waiting area and a customizable hub, featuring:
A builder plugin allowing players to decorate and personalize their environment.
A panoramic window view, emphasizing the immersive capabilities of VR.
Magic Combat System Design:
Based combat mechanics on Feng Shui’s elemental interactions for strategic depth.
Lobby Concept & Implementation:
Developed and designed the virtual player apartment as the central game lobby.
Developed and designed the multiplayer lobby.
Provided an immersive environment with panoramic city views in SP lobby, and immersive Hyperloop station interier for MP lobby.
Immersive UI Alternatives:
Designed analog-style control panels for in-game functions (skin selection, matchmaking, lobby interactions).
Replaced traditional VR menus with direct physical interactions, improving immersion.
Research & Development:
Conducted competitor analysis to identify gaps in existing VR games.
This project was created during a 48-hour game jam, where I worked as part of a five-person team to develop a fully playable game under strict time constraints. The jam required participants to include selected themes and modifiers into their games. Our assigned themes were "New World," "Eclipse," and "Mirrors,".
After an extensive brainstorming session, we conceptualized a pirate-themed game set in the Caribbean Sea during the era of exploration. Players control a pirate ship navigating a small harbor teeming with enemy vessels. Sailing close to an opponent initiates a duel, transitioning to a separate screen where the player engages in one-on-one ship combat. Combat revolves around timing and positioning, as players steer their ship with arrow keys and fire cannons from either side. Defeating opponents strengthens subsequent enemies both in power and ship design, culminating in a final showdown against the legendary scourge of the seas.
Special attention was given to the audio design. Our team recorded authentic pirate shanties, celebratory victory shouts, and composed an original soundtrack using an electric guitar, enhancing the game’s atmosphere and immersiveness.
Theme Integration:
New World: Reflected in the game's setting across the Caribbean and the era of piracy and exploration.
Eclipse: Represented through a special ability for the player’s ship, the "Flying Dutchman," allowing an escape from overwhelming battles.
Mirrors: Implemented as a power-up that flips the ship’s orientation, increasing speed and enabling underwater ambushes. When submerged, ship controls invert, challenging players to adapt quickly.
Yellow Owl Arena is a PvP battleground within the Magic Madness project, designed with Feng Shui principles to reflect the Earth element through stone and sand textures. At the heart of the arena lies a colossal stone head of an earth elemental, serving as both a visual centerpiece and a landmark for player navigation.
This level was crafted to seamlessly blend interior and exterior environments, offering players multiple traversal options between the temple’s inner sanctum and surrounding outdoor areas. The arena encourages strategic positioning, vertical gameplay, and quick decision-making during combat encounters.
Game screenshots showcase various perspectives of the arena, highlighting the interplay of natural and constructed elements, vertical pathways, and combat spaces.
Level Design & Gameplay Prototyping:
Initial blockout to test traversal mechanics, sightlines, and combat flow.
Environment Art & Material Solutions:
Modeled key architectural elements and environment props.
Lighting & Color Palette:
Atmospheric lighting shafts and subtle environmental effects to boost immersion.
Warm earth tones and dynamic lighting to enhance visual depth
VR Optimization:
Baking 3D backgrounds into spherical textures, significantly reducing geometry load and draw calls.
Gameplay Enhancements:
Placed strategic buff pickups around the arena to encourage movement and risk-reward decisions.
Balanced item placement to prevent spawn camping and maintain fair PvP encounters.
White Tiger Arena is a PvP level designed for Magic Madness, located inside a levitating ship generating static electricity in a dangerous, stormy region of the Victoria VR world. The arena presents players with a high-contrast environment where the bright, clean interiors oppose the dark, thunderous atmosphere outside.
The level design focuses on vertical gameplay and varied traversal options. The arena is divided into three key sections: two hangars at opposite ends of the map and a central corridor connecting them. Flanking routes surround the central path, allowing for alternative, safer player movement. Massive reservoirs and pipes in the hangars encourage vertical exploration, enabling players to navigate through jumps and elevated platforms.
Color Palette & Feng Shui Influence:
Dominant white with supportive bronze tones, contrasted with blue accents
Bright, clean interior contrasts with the dark, stormy exterior seen through panoramic windows.
Three-Segment Structure:
Key zones: two opposite ends and a central corridor - primary conflict zone.
Surrounding pathways provide safer routes.
Vertical Gameplay Focus:
Large reservoirs and pipelines, enabling traversal via jumps and elevation changes.
Players can choose between high-ground advantages or riskier direct routes through the central corridor.
Strategic Buff Placement:
Carefully positioned buffs across the map, ensuring fair gameplay balance.
Particular attention was given to the "hot" central area
Unique Asset Creation:
Designed custom assets, including: captain’s bridge (core generator structure), massive turbines, blue fluid reservoirs
Green Dragon Arena is a PvP battleground set atop the highest cliffs of the Victoria VR world. Designed to evoke the serenity of an ancient Asian temple, the arena juxtaposes natural rock formations with architectural elements like torii gates, bamboo walkways, and temple colonnades. The central stone pond, surrounded by weathered columns, serves as both a visual focal point and a key navigational landmark.
The level is designed to let players move smoothly across the map with small elevation changes added through rocks and buildings. Since there’s no strong focus on vertical gameplay, the main challenge comes from moving sideways, using cover, and choosing the best routes. Players can fight openly around the central pond, sneak around using bamboo paths, or take cover near the temple structures. Buffs were placed carefully to encourage players to keep moving and make thoughtful decisions about when to take risks, especially in key combat areas.
Level Design & Gameplay Prototyping:
Initial blockout to explore traversal routes, cover points, and combat flow.
Introduced horizontal and vertical elements to break up open spaces and encourage varied movement strategies.
Lighting & Color Palette:
Established a natural color scheme featuring lush greens and earthy browns, reinforcing the arena’s connection to the Wood element.
Balanced contrast between the bright environment and shaded temple areas for visual clarity.
VR Optimization:
Baked the expansive 3D background into spherical textures to reduce geometry complexity and draw calls.
Gameplay Enhancements:
Balanced item placement with particular attention to high-traffic zones, like the central pond and temple entrances.
This project was a personal challenge aimed at exploring lighting, composition, and the integration of storytelling elements through environment art. I deliberately chose a nighttime setting to focus on dramatic lighting contrasts. The use of classic blue tones against warm yellow highlights draws attention to the central element—the payphone booth. This color palette not only establishes a strong visual focus but also enhances the mood and narrative context of the scene.
Additionally, this project provided an opportunity to experiment with SpeedTree for the first time.
================================================
[LVL-2] ACCESS REQUIRED ================================================ This project is part of the "NORTHERN LANTERN" project. Access requires Level 2 clearance or higher.
This cassette player project was a personal challenge to push my skills in photorealistic 3D modeling to the limit. My goal was to capture every detail with precision and create a model that could stand out in both realism and craftsmanship. I approached this piece with extra care, focusing on refining every component to perfection. Special attention was given to the textures and lighting setup to ensure a high-quality final render that would highlight the model’s realism and intricate details.
Japanese retro cassette player with 3 cassettes: - Modeling and rendering in Blender - Unwrapping in UV Layout - Texturing in Substance Painter - Color correction in Photoshop
This project marks my first and only venture into the realm of digital 3D design. Tasked with creating a festive piece for the Vazari sushi delivery service, I designed a New Year-themed sushi ornament that combines playful aesthetics with brand identity.
A 15-second advertising video for a special New Year's Eve promotion for a sushi bar.
CURRENT PERMISSIONS: >> Project preview ================================================
Looking for a passionate creator to join your team? Fill out the form below to connect. I’m open to new opportunities and ready to bring fresh ideas to your projects.