
I work with games

Andrey Trishechkin
Game Designer / Producer / Hands-on Generalist
I’m a bit of a multi-hyphenate when it comes to game development.
I work across core game design, technical design, feature ownership, game feel, 3D animation, programming, and narrative design.
I’ve worked in small teams, led teams of 4–10 people, and I’ve always preferred staying hands-on. I like being able to take an idea, design it, and actually build it.
I also create and present game pitches. My background in theatre helps me tell stories, communicate ideas, and make people believe in a project.
Before game development, I worked as a UI/UX designer—a background that still influences how I approach games and player experience.
Why me?
Game development is a constant balancing act. Everyone brings different ideas, skills, and priorities to the table. Plans shift, things break, and sometimes the best solution is simply to roll up your sleeves and build it yourself.
I am comfortable serving as both the person who synthesizes the overall vision and the one who gets down into the granular details. I can lead a team, design a system, prototype a feature, or focus intensely on the details to ensure the final product feels right.
Here are three projects that showcase my approach to game development—from initial concept and decision-making to fully playable results.
LAST TRANSIT
Team: 2 members Development: 3 months Engine: Unreal Engine 5 Outcome: 15-minute playable prototype, showcased at the Horizon of Indie Cultures Festival (2025). A first-person shooter set in a world overrun by AI, where humanity has been forced into vast networks of underground tunnels.You are a courier tasked with delivering a reactor capsule to a residential station through an abandoned maglev tunnel network.Armed with a makeshift, heavily modified triple-barreled rifle, you’ll have to fight your way through hordes of enemies assembled from scrap and junk.
My role
My main responsibilities included creating animations, planning development, and maintaining the game’s creative vision. We operated in two-week sprints using YouGile. Tasks were assigned based on individual skills, and I reviewed the team’s output to ensure the gameplay, narrative, and visuals integrated cohesively.
I contributed to coding, animation, game design, and level design.
SIMBIONT
Team: 4 members Development: 3 months Engine: Unreal Engine 5 Outcome: 15-minute playable prototype.A 3D third-person shooter set on a planet infested with parasites that release hallucinogenic gas.Survive in a hostile world where a symbiotic suit allows you to switch between a devastated reality and a deceptive illusion.Manipulate plasma, wield a railgun, and fight your way through enemies to find a way off the planet.
My Role
I was the Lead Developer on this project. I managed the team, tasks, and adapted the game’s vision to real-world constraints.
My responsibilities spanned team management, animation, coding, UI/UX, and game design.
DEATHWEIGHT
Team: 5–9 members Development: 8 months Engine: Unreal Engine 5 Outcome: 30-minute playable prototype.The Black Swan trading caravan has seen better days. Its vehicle is running out of fuel in the middle of hostile territory, the crew is torn apart by growing tensions, and the captain stubbornly clings to outdated protocols. And you? You’re just an intern.But when everything starts falling apart, will your choices really matter?First-person narrative quest
That was my personal project, which grew into a full-scale development.
I was responsible for the project’s vision and was actively involved in the development as the lead coder, narrative designer, UI/UX artist, visual artist, and musician.
Want to team up?
telegram: @often_mind



























