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I work with games

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Andrey Trishechkin

Game Designer / Producer / Hands-on Generalist

I’m a bit of a multi-instrumentalist when it comes to game development.I work across core game design, technical design, feature ownership, game feel, 3D animation, programming, and narrative design.I’ve worked in small teams, led teams of 4–10 people, and I’ve always preferred staying hands-on. I like being able to take an idea, design it, and actually build it.I also create and present game pitches. My background in theatre helps me tell stories, communicate ideas, and make people believe in a project.Before game development, I worked as a UI/UX designer — a background that still influences how I approach games and player experience.

Why me?

Game development is a constant balancing act. Everyone has different ideas, skills, and priorities. Plans change, things break, and sometimes the best solution is to just roll up your sleeves and build something yourself.I’m comfortable being both the person who brings everything together and the person who gets their hands dirty. I can lead a team, design a system, prototype a feature, or jump into the details to make something feel right.Here are three projects that show how I approach game development — from ideas and decisions to actual playable results.

LAST TRANSIT

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Team: 2 members Development: 3 months Engine: Unreal Engine 5 Outcome: 15-minute playable prototype, showcased at the Horizon of Indie Cultures Festival (2025). A first-person shooter set in a world taken over by AI, where humanity has been forced into vast networks of underground tunnels.You are a courier tasked with delivering a reactor capsule to a residential station through an abandoned maglev tunnel network.Armed with a makeshift, heavily modified triple-barreled rifle, you’ll have to fight your way through hordes of enemies assembled from scrap and junk.

My role

My main responsibilities were making animations, planning development, and keeping the game’s creative vision clear. We worked in two-week sprints using YouGile. Tasks were assigned based on each person’s skills, and I reviewed the team’s work to make sure the gameplay, story, and visuals worked well together.

I’ve created a coding, animation, gamedesign and level design parts.

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1/7

SIMBIONT

Team: 4 members Development: 3 months Engine: Unreal Engine 5 Outcome: 15-minute playable prototype.A 3D third-person shooter set on a planet infested with parasites that release hallucinogenic gas.Survive in a hostile world where a symbiotic suit allows you to switch between a devastated reality and a deceptive illusion.Manipulate plasma, wield a railgun, and fight your way through enemies to find a way off the planet.

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1/5

My role

I was Lead Developer on this project. I was managing team, tasks and adapting vision of the game to the reality on the ground

My work contained team managment, animations, coding, UI\UX and gamedesign

DEATHWEIGHT

Team: 5-9 members Development: 8 months Engine: Unreal Engine 5 Outcome: 30-minute playable prototype.The Black Swan trading caravan has seen better days. Its vehicle is running out of fuel in the middle of hostile territory, the crew is torn apart by growing tensions, and the captain stubbornly clings to outdated protocols. And you? You’re just an intern.But when everything starts falling apart, will your choices really matter?First-person narrative quest

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1/7

That was my personal project, that turned into a full-scale development.

I was vision keeping a project and activly involved in development as main coder, narrative designer, UI\UX artist, visiual artist and musican.

Want to team up?

telegram: @often_mind

trishechkin \ portfolio
Проект создан 30.10.2026