big

Full-cycle game design and prototyping: I handle the mechanics, the code, and the art!

post

Ksenia Kulikova (lipa_xk) Game Designer and Independent Game Developer. Working on game projects since 2021.I specialize in designing game mechanics for mid-core and casual games. I own the full prototyping cycle: from idea to a playable build. I work in Unreal Engine and Unity, write code, and create 2D art and 3D models.I have collaborated with Uchi.ru and HSE University. My games have been exhibited in Moscow.I am currently completing my bachelor’s degree in Game Design at HSE University and working as a freelance game developer.

These are my best projects in the portfolio.

Follow the link to see the gameplay, mechanics, and design of each game.

Worded


A casual endless arcade game about protecting your personal space from unwanted intrusions. You play as a tired little square with a small shield — avoid «parties» and catch «blankets.» Become the ultimate defender of your privacy!
big
Исходный размер 1280x720

I had to create an academic project in Unity that explored the theme of «personal space.» The goal was to deliver an original game concept within a strict academic framework, starting from scratch.Competition among student projects was high. Standing out was difficult, especially when many projects relied on similar ideas and safe, familiar mechanics.

Time was very limited. I was working with Unity for the first time, which meant I needed to learn the engine quickly while also designing and building a working prototype.

To meet the deadline, I gave up complex graphics and chose a simple genre, focusing all my effort on the core arcade mechanic. I also designed the bonus system and the Super Shield mechanic to add depth without adding to much production cost.I ended up with a polished, playable prototype with strong game design just in 3 weeks.

The project got an excellent mark and was selected and presented at an exhibition in Moscow, which confirmed that the simple, focused approach paid off.

Loading...

Worded was built around a scalable core mechanic that left plenty of room for expansion. The game itself remained lightweight and easy to port to new platforms, with clear potential for adding new systems.

Rat Slasher


A mobile competitive co-op 3D first-person shooter with tower defense elements, in which two clans of rats fight over a kitchen. Each team of three rats has its own tower with catapults. Use food as ammunition and destroy the enemy tower first!

Исходный размер 1280x720

The task was to create a mobile competitive co-op game inspired by popular titles like Brawl Stars, but with a unique twist.The mobile gaming market is saturated with competitive team games, and standing out requires more than just copying a successful formula.

The game needed a compelling hook to stand out, but without compromising performance on mobile devices constrained by screen space and processing power.

The core idea was to combine a 3D first-person shooter with tower defense mechanics, where two clans of rats fight over a kitchen.I designed the core gameplay loop: players charge a catapult atop their tower, collect food as ammo, and destroy the enemy’s tiers. I created three distinct rats with unique abilities, along with a projectile system, balloon bonuses, stun combat, and mousetrap hazards.All of this was wrapped in a distinctive, unusual 3D pixel art style that set the game apart visually.

The result was a fully developed game concept with a strong identity and a unique genre mix. I produced a gameplay trailer with original graphics rendered in Unreal Engine, showcasing mechanics.

Loading...

Rat Slasher was built on a modular gameplay system that can be expanded with new rat characters, new kitchen levels, and a progression system where winning teams raise their «rat priority» and fight for territory against stronger opponents.The game’s structure was designed for long-term retention, with room for customization, new ammo types, and seasonal content.

Belg


A 3D first-person shooter about an absurd dream set in the 90s. Shoot bottle caps from a «Dandy» pistol at bandits in crimson jackets. Catch enemies in a Tamagotchi and eat healing chewing gum — anything is possible in dreams!
Исходный размер 2322x1560

The task was to create an academic first-person shooter project in Unreal Engine while working in a team. My colleague, 3D artist Uma Gadzhieva, proposed building a game around the striking aesthetic of Russian gangster culture from the 90s and an unusual visual style. She was responsible for the visuals, while I handled the code and mechanics.Aligning our vision and production process was essential so that the distinctive visual style and the gameplay mechanics felt like one cohesive experience rather than two separate parts.

The main challenge was that I wasn’t personally drawn to the game’s theme, yet I still had to find a way to work effectively in a team and deliver a great result.

Kulikova Ksenia portfolio
Проект создан 29.10.2026