
Full-cycle game design and prototyping: I handle the mechanics, the code, and the art!

Ksenia Kulikova (lipa_xk) Game Designer and Independent Game Developer. Working on game projects since 2021.I specialize in designing game mechanics for mid-core and casual games. I manage the entire prototyping cycle: from initial concept to a playable build. I work in Unreal Engine and Unity, write code, and create 2D art and 3D models.I have collaborated with Uchi.ru and HSE University. My games have been exhibited in Moscow.I am currently completing my bachelor’s degree in Game Design at HSE University while working as a freelance game developer.
These are my best projects in the portfolio.
Follow the link to see the gameplay, mechanics, and design of each game.
Worded
A casual, endless arcade game about protecting your personal space from unwanted intrusions. You play as a tired little square with a small shield—avoid «parties» and catch «blankets.» Become the ultimate defender of your privacy!

I had to create an academic project in Unity that explored the theme of «personal space.» The goal was to develop an original game concept within a strict academic framework, starting from scratch.
Competition among student projects was fierce. Standing out was difficult, especially when many projects relied on similar ideas and safe, familiar mechanics.
Time was extremely limited. I was using Unity for the first time, which required me to learn the engine quickly while simultaneously designing and building a functional prototype.


To meet the deadline, I shelved complex graphics and opted for a simple genre, concentrating all my effort on the core arcade mechanic. I also designed the bonus system and the Super Shield mechanic to add depth without significantly increasing production costs.In just three weeks, I ended up with a polished, playable prototype featuring strong game design.
The project received an excellent grade and was selected for presentation at an exhibition in Moscow, confirming that the simple, focused approach paid off.
Worded was built around a scalable core mechanic that left plenty of room for expansion. The game itself remained lightweight and easy to port to new platforms, with clear potential for adding new systems.
Rat Slasher
A mobile, competitive co-op 3D first-person shooter featuring tower defense elements, where two clans of rats fight over a kitchen. Each team of three rats controls its own tower equipped with catapults. Use food as ammunition to destroy the enemy tower first!
The task was to create a mobile competitive co-op game inspired by popular titles like Brawl Stars, but with a unique twist.
The mobile gaming market is saturated with competitive team games, and standing out requires more than just copying a successful formula.
The game needed a compelling hook to stand out, but without sacrificing performance on mobile devices constrained by screen space and processing power.


The core concept was to blend a 3D first-person shooter with tower defense mechanics, pitting two clans of rats against each other in a kitchen setting. I designed the core gameplay loop: players load a catapult mounted atop their tower, gather food to use as ammunition, and destroy the enemy’s tiers. I developed three distinct rat characters, each with unique abilities, alongside a projectile system, balloon bonuses, stunning combat mechanics, and mousetrap hazards. All of this was wrapped in a distinctive, unusual 3D pixel art style that gave the game a unique visual identity.
The result was a fully developed game concept featuring a strong identity and a unique genre mix. I produced a gameplay trailer utilizing original graphics rendered in Unreal Engine, which showcased the core mechanics.
Rat Slasher was built upon a modular gameplay system that can be expanded with new rat characters, new kitchen levels, and a progression system where winning teams increase their «rat priority» and battle for territory against stronger opponents.
The game’s structure was designed for long-term retention, offering room for customization, new ammo types, and seasonal content.
Belg
A 3D first-person shooter about an absurd dream set in the 90s. Shoot bottle caps from a «Dandy» pistol at bandits in crimson jackets. Catch enemies in a Tamagotchi and eat healing chewing gum—anything is possible in dreams!
The assignment was to create an academic first-person shooter project in Unreal Engine as a team. My colleague, 3D artist Uma Gadzhieva, suggested basing the game on the striking aesthetic of 90s Russian gangster culture and developing an unusual visual style. She managed the visuals, while I handled the coding and mechanics. Aligning our vision and production process was crucial so that the distinctive visual style and the gameplay mechanics felt like one cohesive experience rather than two separate elements.
The main challenge was that I wasn’t personally drawn to the game’s theme, yet I still had to find a way to work effectively in a team and deliver a great result.







