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01 — MY PHILOSOPHY
Rewriting the rules of play

My work begins where standard genre conventions end, treating every project as an investigation into new forms of interaction, unexpected systems, and tactile mechanics.

I bridge the gap between abstract design and tangible execution, engineering both the code and custom hardware to give unusual concepts a physical presence.

02 — HOW IT WORKS
From blueprint to physical prototype

The Concept: Questioning standard formulas to find fresh interactive hooks. This is where brainstorming happens.

The Build: Writing the underlying code and crafting physical or digital prototypes. My main tools here: Unreal Engine 5, Unity, Godot, Arduino IDE.

The Hands-On Test: Polishing the mechanics through real playtesting until the experience feels native.

PROJECT 1 // AVAPPwCM

A 2D competitive arcade game for two local players who must play ping-pong. However, it’s curling, so players have to polish the surface to move the paddles. There is also a swearing mechanic that allows players to curse their opponent for extra points.

0
1/4

01 / BRIEF — The Challenge Not to revolutionize the genre, but to collide three completely unrelated ideas—ping pong, curling, and explicit trash-talk—into a single room where two people actually talk to each other again.02 / CONCEPT — The Idea A retro 2D arcade setup where sliding ice physics meets table tennis timing, powered by a mechanic that allows players to swear at each other to throw off shots—turning awkward mashups into pure analog banter.03 / PROCESS — Design & Development Fusing friction physics, microphone audio triggers, and local two-player loops to see if these mismatched concepts could form a cohesive, unexpectedly smooth competitive flow.04 / RESULT — The Outcome A nostalgic local multiplayer build that proves mixing absurdly distinct elements can create something that feels whole, organic, and deeply human.

PROJECT 2 // FISHES

A series of games unified by a fish theme, a single controller, and a common goal—specifically, to help people manage stress and aid in wrist joint rehabilitation.

0
1/3

01 / BRIEF — The Challenge To design an unconventional, controller-first experience that merges physical health recovery with game mechanics, targeting wrist injury rehabilitation through play.

02 / CONCEPT — The Idea Two marine-themed minigames—one a tactical fishing simulation, the other a pulsing rhythm trial—played entirely by squeezing, releasing, and flexing a custom-built stress-toy peripheral.

03 / PROCESS — Design & Development Fabricating custom sensor hardware, mapping analog grip pressure to dynamic game events, and balancing therapeutic motion curves with genuinely engaging arcade loops.

04 / RESULT — The Outcome A hybrid hardware-software experiment that transforms physical therapy into an engrossing game—proving that unconventional controllers can heal hands and surprise players simultaneously.

PROJECT 3 // Another Ping Pong

A small 2D arcade game for mobile devices and Windows computers. The game is designed to help players pass the time on the subway or in the office; the player’s goal is to keep the balls from falling for as long as possible.

0
1/4

01 / BRIEF — The Challenge To craft an ultra-light distraction built to live inside a tiny, resizable window—designed entirely for dead moments like pending downloads or packed subway rides.02 / CONCEPT — The Idea Stripping video games down to their bare, charming essentials: low cognitive load, instant feedback, and code engineered purely for playful, lightweight absurdity.03 / PROCESS — Design & Development Writing ultra-lean code scripts, distilling minimalist pixel assets, and optimizing window-state management for zero-friction user engagement.04 / RESULT — The Outcome A tiny, delightful desktop window toy with a mobile port that turns ordinary downtime into an excuse to experiment with lightweight software design.

03 — COLLABORATION INTERESTS
Built for studios, driven by community

  • For Independent Studios (B2B): Partnering with small teams that require a dedicated experimentalist to refine complex mechanics, custom hardware needs, or unique system prototypes.
  • For Fellow Devs & Game Jams (P2P): Staying connected to the indie scene through direct collaboration, shared experimentation, and grassroots creative problem-solving.

Got a wild mechanic or a bold project that won’t fit neatly into a genre box? Let’s talk about how to turn it into a playable reality.

mail: osnaboko@edu.hse.ru

Portfolio | Personal Brand
Project created at 30.10.2026
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