Technical Game Designer & Developer
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 mainly Blueprints, with weekly mentorship from a Senior AAA developer on the Tomb Raider team.
I design economies, AI, and progression systems where every mechanic feeds back into every other. Nothing lives in isolation.
I secured publisher funding, managed a team across milestones, and drove a title from prototype to a live Steam release.
Weekly sessions with a Senior AAA developer on the Tomb Raider team. Every system I ship is reviewed at a professional standard.
A background in marketing and business development means I understand what a game needs to succeed, not just how to build it.
I drove this title from concept to a May 2026 Steam Release. Designed robust systems, managed the team, and handled publishing relationships.
Deep dive into the documentation behind the mechanics.
I started working on Riftveil to help manage the project, but soon moved into a technical role. I worked on gameplay systems, helping to build the game alongside the team.
This experience helped me shift my career from a project manager to a Technical Game Designer and Developer.
A Third Person (OTS) Cinematic Boss-Rush / Arena Action Game.
Biblical Horror, High-Octane Action, Gothic. Made in Unreal Engine 5.