IEVGEN PLETNOV
Senior Game Designer at Massive Entertainment - A Ubisoft Studio- Claim this Profile
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Bio
Pablo ROS
I had the chance and the pleasure to work in Ievgen's Technical Designer team, under his leadership, on Metro Exodus. Ievgen shows a fantastic mentorship skill that has helped elevating the proficiency and efficiency of all our tasks and duties. Always available to share his knowledge, and always ready to take extra time to brainstorm possible means of improving my work, Ievgen has shown true leadership and set working methods standards, from pipeline to features design, for the technical team to follow. He has taught me a lot regarding the design and script of prefabs for universal use. This allowed us to facilitate and anticipate the work ahead and be ready to improve the prefabs in a quick and very efficient way to respond to the needs. While Ievgen might seem a bit shy at first glance, his devotion to work, his passion, and his remarquable expertise were true models to follow. I highly recommend Ievgen and will be pleased and honored to work with him again.
Andrii Verpakhovskyi
Ievgen joined our Technical Design team when we were drowning under the ocean of tasks and literally turned the tide. His programming background definitely helped him to quickly grasp the concepts of inner workings of our in-house engine, with him diving head-first into our webbing of scripts, particle interdependencies and animation blend trees. His proactive stance and "get things done" mindset immediately put him in charge of a number of complex systems, namely, the hit FX & penetration system, destructible environment, and parts of the 3C, weapon balancing and weather system. His previous experience in singlehandedly creating and releasing mobile games, and general experience in working with different platforms also brought to the table some unique and immensely helpful insights. When it was the time for me to move on to another company, Ievgen's inquisitiveness, and, consequently, his already profound knowledge of the systems, enabled us to seamlessly transition the bulk of my responsibilities to him, and allowed him to support the transition of other tasks to the rest of our tech design team. I highly recommend Ievgen, and hope I would have a pleasure to work with him again someday.
Pablo ROS
I had the chance and the pleasure to work in Ievgen's Technical Designer team, under his leadership, on Metro Exodus. Ievgen shows a fantastic mentorship skill that has helped elevating the proficiency and efficiency of all our tasks and duties. Always available to share his knowledge, and always ready to take extra time to brainstorm possible means of improving my work, Ievgen has shown true leadership and set working methods standards, from pipeline to features design, for the technical team to follow. He has taught me a lot regarding the design and script of prefabs for universal use. This allowed us to facilitate and anticipate the work ahead and be ready to improve the prefabs in a quick and very efficient way to respond to the needs. While Ievgen might seem a bit shy at first glance, his devotion to work, his passion, and his remarquable expertise were true models to follow. I highly recommend Ievgen and will be pleased and honored to work with him again.
Andrii Verpakhovskyi
Ievgen joined our Technical Design team when we were drowning under the ocean of tasks and literally turned the tide. His programming background definitely helped him to quickly grasp the concepts of inner workings of our in-house engine, with him diving head-first into our webbing of scripts, particle interdependencies and animation blend trees. His proactive stance and "get things done" mindset immediately put him in charge of a number of complex systems, namely, the hit FX & penetration system, destructible environment, and parts of the 3C, weapon balancing and weather system. His previous experience in singlehandedly creating and releasing mobile games, and general experience in working with different platforms also brought to the table some unique and immensely helpful insights. When it was the time for me to move on to another company, Ievgen's inquisitiveness, and, consequently, his already profound knowledge of the systems, enabled us to seamlessly transition the bulk of my responsibilities to him, and allowed him to support the transition of other tasks to the rest of our tech design team. I highly recommend Ievgen, and hope I would have a pleasure to work with him again someday.
Pablo ROS
I had the chance and the pleasure to work in Ievgen's Technical Designer team, under his leadership, on Metro Exodus. Ievgen shows a fantastic mentorship skill that has helped elevating the proficiency and efficiency of all our tasks and duties. Always available to share his knowledge, and always ready to take extra time to brainstorm possible means of improving my work, Ievgen has shown true leadership and set working methods standards, from pipeline to features design, for the technical team to follow. He has taught me a lot regarding the design and script of prefabs for universal use. This allowed us to facilitate and anticipate the work ahead and be ready to improve the prefabs in a quick and very efficient way to respond to the needs. While Ievgen might seem a bit shy at first glance, his devotion to work, his passion, and his remarquable expertise were true models to follow. I highly recommend Ievgen and will be pleased and honored to work with him again.
Andrii Verpakhovskyi
Ievgen joined our Technical Design team when we were drowning under the ocean of tasks and literally turned the tide. His programming background definitely helped him to quickly grasp the concepts of inner workings of our in-house engine, with him diving head-first into our webbing of scripts, particle interdependencies and animation blend trees. His proactive stance and "get things done" mindset immediately put him in charge of a number of complex systems, namely, the hit FX & penetration system, destructible environment, and parts of the 3C, weapon balancing and weather system. His previous experience in singlehandedly creating and releasing mobile games, and general experience in working with different platforms also brought to the table some unique and immensely helpful insights. When it was the time for me to move on to another company, Ievgen's inquisitiveness, and, consequently, his already profound knowledge of the systems, enabled us to seamlessly transition the bulk of my responsibilities to him, and allowed him to support the transition of other tasks to the rest of our tech design team. I highly recommend Ievgen, and hope I would have a pleasure to work with him again someday.
Pablo ROS
I had the chance and the pleasure to work in Ievgen's Technical Designer team, under his leadership, on Metro Exodus. Ievgen shows a fantastic mentorship skill that has helped elevating the proficiency and efficiency of all our tasks and duties. Always available to share his knowledge, and always ready to take extra time to brainstorm possible means of improving my work, Ievgen has shown true leadership and set working methods standards, from pipeline to features design, for the technical team to follow. He has taught me a lot regarding the design and script of prefabs for universal use. This allowed us to facilitate and anticipate the work ahead and be ready to improve the prefabs in a quick and very efficient way to respond to the needs. While Ievgen might seem a bit shy at first glance, his devotion to work, his passion, and his remarquable expertise were true models to follow. I highly recommend Ievgen and will be pleased and honored to work with him again.
Andrii Verpakhovskyi
Ievgen joined our Technical Design team when we were drowning under the ocean of tasks and literally turned the tide. His programming background definitely helped him to quickly grasp the concepts of inner workings of our in-house engine, with him diving head-first into our webbing of scripts, particle interdependencies and animation blend trees. His proactive stance and "get things done" mindset immediately put him in charge of a number of complex systems, namely, the hit FX & penetration system, destructible environment, and parts of the 3C, weapon balancing and weather system. His previous experience in singlehandedly creating and releasing mobile games, and general experience in working with different platforms also brought to the table some unique and immensely helpful insights. When it was the time for me to move on to another company, Ievgen's inquisitiveness, and, consequently, his already profound knowledge of the systems, enabled us to seamlessly transition the bulk of my responsibilities to him, and allowed him to support the transition of other tasks to the rest of our tech design team. I highly recommend Ievgen, and hope I would have a pleasure to work with him again someday.
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Experience
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Massive Entertainment - A Ubisoft Studio
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Sweden
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Computer Games
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500 - 600 Employee
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Senior Game Designer
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Apr 2021 - Present
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Game Designer
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Mar 2020 - Mar 2021
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4A Games
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Malta
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Computer Games
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200 - 300 Employee
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Principal Technical Designer
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Dec 2018 - Feb 2020
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Senior Technical Designer
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Jul 2017 - Nov 2018
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Technical Designer
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Jun 2016 - Jun 2017
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Freelance
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Egypt
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Human Resources
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1 - 100 Employee
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Programmer\Freelancer
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Dec 2014 - Jun 2016
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Space monkey international
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United Kingdom
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Programmer
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Dec 2013 - Jan 2015
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Programmer
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2012 - 2013
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Education
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National Technical University of Ukraine 'Kyiv Polytechnic Institute'
Master's degree, Computer Science -
National Technical University of Ukraine 'Kyiv Polytechnic Institute'
Bachelor of Engineering, Computer Science