Game Designer & Developer
Co-founder of MaxHP Studio. I design and develop gameplay systems in Unreal Engine 5, with a focus on mechanics that create genuine player tension.
About Me
I am a game designer and developer based in Tbilisi, Georgia, and one of the first and founding members of MaxHP Studio. I build gameplay systems in Unreal Engine 5 using Blueprints and C++, with weekly mentorship from a Senior AAA developer on the Tomb Raider team.
My background is in Business Administration and Digital Marketing, which means I think about games not just as systems to build, but as products to ship. I have managed projects, led a team, secured publisher funding, and driven a title from concept to a May 2026 Steam release.
I am currently looking for roles in Gameplay Programming or Production where I can keep growing fast inside a team that takes their craft seriously.
Skills & Tools
Featured Project
A first-person medieval market management and stealth game. The player runs a market stall, hides untaxed income from an increasingly suspicious Tax Officer, and survives structured audits while managing a dual-currency economy and companion animals.
Other Work
One of the founding members of a gaming startup built around a proprietary adaptive difficulty algorithm that responds in real time to live player performance data. Led early technical design and helped shape the system architecture before the studio pivoted to its current direction.
A dark fantasy action RPG in the vein of Dark Souls. The player takes on the role of Archangel Michael, descending through seven gates of Hell to defeat a powerful demon soul guardian at each level. Designed as a punishing, lore-dense combat experience with escalating enemy mythology.
Design Documentation
Each document below covers a core system of Tax Evasion Simulator in full detail, written to be readable for both technical reviewers and non-technical stakeholders.
The full three-currency system, the bazaar trading loop, streak mechanics, laundering via Elaara, and how Suspicion functions as an economic resource.
Read Document →The priority-based behavior tree, tag-based detection system, four-phase audit loop, discovery chance formula, and the Dog companion as a counter mechanic.
Read Document →Full Blueprint-level breakdown of the slot-based inventory, all AC_Inventory functions, gold stacking logic, known issues, and the complete data structures.
Read Document →Get in Touch
I am actively looking for Gameplay Programming and Production roles. Download my CV or reach out directly.