Vadym Kutafin
Game Designer (AI - Combat & Civilians) at Avalanche Studios Group- Claim this Profile
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Bio
Andrew Kosinskyi
Vadym is an excellent game designer with a strong vision and his own passion to create AAA-quality games. First what I have noticed about him is that he always tries to learn as more as possible. And besides, he manages to put that knowledge into practice. Vadym can stand up for his design vision when required but at the same time, he can accept criticism and suggestions from the rest of the team. He always helped me and other people in our team in terms of delivering great visual aspects of the features.
Max Tishakov
Vadym is an awesome game designer. He has a solid understanding of AAA pipeline as well as the independent development process. He understands why specific feature implemented inside a specific game, what it serves for and what emotion it causes. While I worked with him in a Feature designers’ team I knew that every time I need some inspirational ideas, clear and understandable feedback or just a discussion about any aspect of the feature I could talk to him. As a person who had to manage a small team of various professionals to deliver the open-world features to its best quality, he always carefully paid attention to the team's ideas and feedback. As well as he could clearly define priorities for the next iteration. As a Quest designer, I had to implement systems Vadym's team developed and I can say with 100% confidence that he is thinking not only about feature's quality itself but also about people who use it. That's why I had no problem when I set up his features. And if I reported bugs or had any suggestions for improving the functionality or gameplay aspect, Vadym always was open-minded for new ideas and could quickly deal with any reported issues.
Andrew Kosinskyi
Vadym is an excellent game designer with a strong vision and his own passion to create AAA-quality games. First what I have noticed about him is that he always tries to learn as more as possible. And besides, he manages to put that knowledge into practice. Vadym can stand up for his design vision when required but at the same time, he can accept criticism and suggestions from the rest of the team. He always helped me and other people in our team in terms of delivering great visual aspects of the features.
Max Tishakov
Vadym is an awesome game designer. He has a solid understanding of AAA pipeline as well as the independent development process. He understands why specific feature implemented inside a specific game, what it serves for and what emotion it causes. While I worked with him in a Feature designers’ team I knew that every time I need some inspirational ideas, clear and understandable feedback or just a discussion about any aspect of the feature I could talk to him. As a person who had to manage a small team of various professionals to deliver the open-world features to its best quality, he always carefully paid attention to the team's ideas and feedback. As well as he could clearly define priorities for the next iteration. As a Quest designer, I had to implement systems Vadym's team developed and I can say with 100% confidence that he is thinking not only about feature's quality itself but also about people who use it. That's why I had no problem when I set up his features. And if I reported bugs or had any suggestions for improving the functionality or gameplay aspect, Vadym always was open-minded for new ideas and could quickly deal with any reported issues.
Andrew Kosinskyi
Vadym is an excellent game designer with a strong vision and his own passion to create AAA-quality games. First what I have noticed about him is that he always tries to learn as more as possible. And besides, he manages to put that knowledge into practice. Vadym can stand up for his design vision when required but at the same time, he can accept criticism and suggestions from the rest of the team. He always helped me and other people in our team in terms of delivering great visual aspects of the features.
Max Tishakov
Vadym is an awesome game designer. He has a solid understanding of AAA pipeline as well as the independent development process. He understands why specific feature implemented inside a specific game, what it serves for and what emotion it causes. While I worked with him in a Feature designers’ team I knew that every time I need some inspirational ideas, clear and understandable feedback or just a discussion about any aspect of the feature I could talk to him. As a person who had to manage a small team of various professionals to deliver the open-world features to its best quality, he always carefully paid attention to the team's ideas and feedback. As well as he could clearly define priorities for the next iteration. As a Quest designer, I had to implement systems Vadym's team developed and I can say with 100% confidence that he is thinking not only about feature's quality itself but also about people who use it. That's why I had no problem when I set up his features. And if I reported bugs or had any suggestions for improving the functionality or gameplay aspect, Vadym always was open-minded for new ideas and could quickly deal with any reported issues.
Andrew Kosinskyi
Vadym is an excellent game designer with a strong vision and his own passion to create AAA-quality games. First what I have noticed about him is that he always tries to learn as more as possible. And besides, he manages to put that knowledge into practice. Vadym can stand up for his design vision when required but at the same time, he can accept criticism and suggestions from the rest of the team. He always helped me and other people in our team in terms of delivering great visual aspects of the features.
Max Tishakov
Vadym is an awesome game designer. He has a solid understanding of AAA pipeline as well as the independent development process. He understands why specific feature implemented inside a specific game, what it serves for and what emotion it causes. While I worked with him in a Feature designers’ team I knew that every time I need some inspirational ideas, clear and understandable feedback or just a discussion about any aspect of the feature I could talk to him. As a person who had to manage a small team of various professionals to deliver the open-world features to its best quality, he always carefully paid attention to the team's ideas and feedback. As well as he could clearly define priorities for the next iteration. As a Quest designer, I had to implement systems Vadym's team developed and I can say with 100% confidence that he is thinking not only about feature's quality itself but also about people who use it. That's why I had no problem when I set up his features. And if I reported bugs or had any suggestions for improving the functionality or gameplay aspect, Vadym always was open-minded for new ideas and could quickly deal with any reported issues.
Experience
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Avalanche Studios Group
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Sweden
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Computer Games
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400 - 500 Employee
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Game Designer (AI - Combat & Civilians)
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Jan 2022 - Present
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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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Game Designer (AI/Combat)
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Jan 2020 - Jan 2022
- Design and prototype NPC`s behavior using behavior trees- Combat design – designing combat features for the NPC
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Game/ Level Designer
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Jul 2019 - Dec 2019
Metro Exodus - DLC 2. Sam's Storyhttps://www.metrothegame.com/news/sams-story/Script and design gameplay on locationsWorking on combat encounters Work in collaboration with environmental artist to make location correspond to defined design pillars
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Storymind Entertainment
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Ukraine
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Computer Games
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1 - 100 Employee
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Game Designer
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Feb 2018 - Aug 2019
Consulting, helping team to present gameplay mechanic in pitch document Consulting, helping team to present gameplay mechanic in pitch document
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Frogwares
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Ukraine
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Computer Games
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1 - 100 Employee
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Game Designer
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Jan 2019 - Jun 2019
Sherlock Holmes: Chapter OneWorking as Game Designer and feature owner on: Crowd system (behavior, interactions, spawn in the world)3C (camera, character, controller)
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Game Designer
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Jul 2017 - Dec 2018
The Sinking Cityhttps://www.thesinkingcity.com/enPrototyping in Unreal EngineCreating GDD and maintainingTask managementWorking on game systems for the open world:- Crowd system(behavior, spawn, population in the world)- Economic system (loot generation, population in world, balance)Game mechanics:- Insanity ( Main character ability)- Destructible objectsPartially worked with game mechanics connected to the detective gameplay:- Tracks that visible in special vision- Retrocognition (shows situations that happens in the past)As Unit owner creating and managing tasks related to the feature for the cross functional team (programmers, vfx, concept artists, sound designer, QA, animators, etc.)Showcase unit sprint results for the Product ownerAuthor of the Telegram channel about game design and game industry https://t.me/allaboutgames Show less
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Ubisoft
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France
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Computer Games
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700 & Above Employee
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QA Engineer
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Sep 2016 - Jul 2017
- Develop test documentation for assigned areas (test cases) - Implement and maintain test cases and test methodologies that based on Game Design Documentations, Technical and Functional requirements - Perform functionality, smoke and regression testing - Identifies and report game defects via Jira bug tracking system - Experience in Daily and Weekly reporting - Working with distributed global QA teams - Develop test documentation for assigned areas (test cases) - Implement and maintain test cases and test methodologies that based on Game Design Documentations, Technical and Functional requirements - Perform functionality, smoke and regression testing - Identifies and report game defects via Jira bug tracking system - Experience in Daily and Weekly reporting - Working with distributed global QA teams
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Education
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National University of Food Technologies
Master's degree, Biotechnology