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01 — ABOUT ME
I design the rules, then I build them

I create experimental game mechanics, narrative systems and playable PC prototypes — from the first design concept to working code in Unity, Unreal Engine and Godot

My process covers the entire journey — from a genre-breaking idea to a build you can actually play

02 — MY APPROACH
From experiment to playable

01 / GAME DESIGN
Questioning genre conventions, exploring mechanics, systems and form through design concepts

02 / CODE
Turning those concepts into working prototypes

03 / PLAYABLE RESULT
Playtesting, refining and shipping the experiment as a playable PC build

PROJECT 01 | Project: Horse

A narrative puzzle game. The story centers on a girl in a coma and the simulation built for her — with a virtual companion: a horse

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01 / BRIEF — The Challenge To build a narrative puzzle game around a girl in a coma — and the simulation created to keep her inside it02 / CONCEPT — The Idea A fragile inner world sustained by a virtual companion: a horse. The story explores isolation, memory and the thin line between care and control — with puzzles that reveal the simulation’s rules03 / PROCESS — Design & Development Shaping the experience through narrative structure, puzzle design and prototyping in Unity — from the first concept to a playable build04 / RESULT — The Outcome A playable PC prototype that communicates the atmosphere and story of the coma simulation — and shows how narrative, puzzle and code come together in one experiment

PROJECT 02 | POLAPONG

A single-player Pong where every object has two possible states and constantly switches between them. Collisions between objects in the same state score points; collisions in different states reset the score

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01 / BRIEF — The Challenge To reimagine Pong as a single-player game where every object constantly switches between two states — and the player has to read the rhythm, not just the ball02 / CONCEPT — The Idea A twist on a classic: collisions between objects in the same state score points, collisions in different states wipe the score. The game becomes about timing and pattern-reading rather than reflexes alone03 / PROCESS — Design & Development Reworking Pong’s core loop into a state-matching system — designing the switching rhythm, scoring and reset rules, then prototyping and tuning them in Unity04 / RESULT — The Outcome A playable single-player Pong prototype where every object has two states and the score lives or dies by matching them — a small, complete experiment in turning a familiar genre inside out

PROJECT 03 | SNAKERAVE

An alternative Snake with rhythm-game elements. The field is a dance floor. Move to the music hits and watch out for other people’s feet

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01 / BRIEF — The Challenge To reinvent Snake as a single-player rhythm game — where the classic grid becomes a dance floor and the snake has to move to the beat02 / CONCEPT — The Idea An alternative take on Snake with rhythm-game elements. The field is a dance floor, the music hits drive the pace, and the player has to weave between other dancers' feet. It’s about finding the rhythm without tripping over the crowd03 / PROCESS — Design & Development Blending Snake’s growth-and-collision loop with rhythm mechanics — designing how the beat shapes movement and obstacles, then prototyping and tuning the sync in Unity04 / RESULT — The Outcome A playable single-player prototype that turns a familiar arcade formula into a rhythmic dance-floor challenge — a complete experiment in merging two genres into one loop

Let’s create something cool together!

I am open to collaborations with indie studios and creative teamsI contribute to projects through experimental game design, narrative systems, and programming — bringing ideas to life, from the first concept to a playable build

CONTACT

eakizimova@edu.hse.ru

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Проект создан 29.10.2026