Dmitrii Sapelkin
Ropgränd 78, 18742 Täby, Stockholms Län, Sweden
+46 73 630 4628
dsapelkin@gmail.com
Portfolio: https://dimage.sharkrazor.net/en/portfolio/
Curriculum Vitae
Experienced LEAD GAME DESIGNER with a deep understanding of game development and a passion for creating great player experiences. Interested in a position where honed creativity, strong communication, leadership, and problem solving skills, as well as clear design vision from high level down to minor details are demanded.
- In game industry since 2005, in all aspects of game design and production, including the roles of lead game designer, creative director, associate producer, and product owner
- Over a dozen published titles, including F2P, premium, freemium games in many genres: action, shooter, brain trainer, strategy, puzzle, hidden object – for PC, social, consoles, handheld, web, and mobile platforms
- Well-developed ability to quickly identify the root of a problem, propose a solution, formulate a task in a neat and clear way, and to achieve a sound implementation. In an uncertain situation, to work out a concrete solution and well-defined next steps with specific estimations
- Strong background in software development and QA prior to working in the game industry
Key skills
- Game design: mechanics, documentation, balance, level design, content design, scripting, everything else
- Free to play games: data-driven design and maintenance of monetization, virality, retention
- Product management, team leadership
- Communication with the team, executives, clients, and third parties, including remote and on-site work
- Data mining and analysis
- Brainstorming, game prototyping and playtesting
- UX design, prototyping of interfaces and controls
- Gamification
Work experience
2023-2024: Kwalee.com Lead Game Designer
- Led the design of the company’s flagship casual game: Dream Build Solitaire
- Joined the team as a senior economy designer, was soon promoted to lead game designer
- Designed the game economy model and several key features; improved the player experience in several ways
- Continuously improved the design team’s process and approach
- Used the development skill to master C#, improved and created tools used by the game and level designers
2022: King.com Senior Game Designer (contractor)
- Contributed to the design of one of the company’s flagship games: Candy Crush Soda Saga
- Generated and refined new social, competitive game feature designs in close collaboration with several teams
- Driven the game design for a new competitive game feature; used data-driven approach to perfect its balance
2017-2022: Adventure Box Technology Senior Game Designer, Product Owner
- Driven the product — voxel game platform that allows to easily make, publish, and play games in the browser
- Driven the game design: monetization, metagame, gameplay improvements, UI/UX design, game balance
- Designed a custom game logic (rules) system
- Reinforced data-driven approach by data mining and analysis (deltaDNA, Google Analytics)
- Taught game design principles to the team of people mostly coming from outside the game industry
- Refined the product quality by providing the test plans, reporting and prioritizing issues, competitor analysis
- Added a few user-facing features with minor code contributions (JavaScript)
2015: Electronic Arts St. Petersburg Associate Producer
- Driven the development of a mobile/facebook game Scrabble: specs, UX, localization, art direction, triage
2013 - 2015: Freelance, remote work Game Design consultant
- Game mechanics and level design for a casual time/resource management game (for Zoom Out Games)
- Design direction, math model/balance for an economic simulation/educational game (for IntEduca company)
- Design and prototyping of 3D sci-fi RTS/builder F2P game for mobile platforms (for Cloudmach company)
- Provided creative direction for a large F2P Hidden Object Puzzle Adventure mobile game (for Signus Labs)
- Contributed to the design of an escape/puzzle game for mobile platforms (for Signus Labs company)
2011 – 2013: Signus Labs Creative Director, Lead Game Designer
- Published titles: promo-game for the movie Conan (web), a puzzle game Bubble Ducky (kindle), an online casino Paula Deen’s Play Room (facebook and kindle), Paula Deen’s Food for Thought (kindle)
- Key role in concept creation, communication with customers, design documentation and content design
- Internal corporate gamification design, gamification designs for customers
2009 – 2011: Oberon Media/I-Play Lead Game Designer
- Published titles: Bubble Town Party Planet — facebook; a social puzzle game (bubble popping), Agatha Christie: 4:50 from Paddington — PC; downloadable hidden object game, Agatha Christie: Dead Man’s Folly — PC; downloadable hidden object game, Treasures of the Serengeti — PC; downloadable puzzle game with original mechanic
- Designed all aspects of the games, including data gathering and performance improvements, original game mechanics, user interfaces, story, level design, mini-games
- Driven the design while working with a remote team in Belarus and a remote producer in the USA
- Designed a number of original concepts and some game prototypes for the company
2007 – 2008: Fireglow Games Game Designer
- Contributed designs to published titles: Plumeboom Park (casual puzzle/strategy game), Sudden Strike 3: (hardcore 3D real time strategy)
- Created an original and appealing puzzle game concept that inspired the team
- Driven the game design from specs to parameter tuning, teamwork coordination, and playtesting
- Designed game missions for the strategy game
- Introduced many improvements to gameplay, GUI, controls, AI behavior, and key improvements to the usability of the mission editor included with the game package
2005 – 2007: Creat Studios, Inc. Game Designer
- Designed all aspects of game, including concept, documentation, prototyping, content design, controls, camera tuning, mission and level design, game balance and economy for console and PC games:
- Achieved the highest ratings on the gaming sites among the company’s other titles of the time
- Created a number of original game concepts.
Before 2005: Alcor Paycash, software developer (Delphi, C++, PHP, SQL) and QA lead (Paycash is an internet payment technology that is now used in YooMoney and MOBI.money)
Education: CAD engineer diploma (2000)
SPbSETU «LETI» (St. Petersburg State Electrotechnical University)
Trainings and courses:
Drama for screenplay writing, Basic 3D modeling using Maya, Cinema direction. Basics of independent production
Languages:
Russian – native speaker English – speak and write fluently Swedish – basic
Citizenship: Sweden