I'm a game designer focused on economy, progression, and clear systems. I plan player journeys end-to-end and define resource flow, crafting, and rewards, then validate them through rapid prototyping, playtesting, and tight iteration so play feels fair and readable. I work closely with artists, engineers, and producers to ship simple, reliable loops that hold up in production and maintain a stable live build.

Aleksei Fokin

I'm a game designer focused on economy, progression, and clear systems. I plan player journeys end-to-end and define resource flow, crafting, and rewards, then validate them through rapid prototyping, playtesting, and tight iteration so play feels fair and readable. I work closely with artists, engineers, and producers to ship simple, reliable loops that hold up in production and maintain a stable live build.

Available to hire

I’m a game designer focused on economy, progression, and clear systems. I plan player journeys end-to-end and define resource flow, crafting, and rewards, then validate them through rapid prototyping, playtesting, and tight iteration so play feels fair and readable.

I work closely with artists, engineers, and producers to ship simple, reliable loops that hold up in production and maintain a stable live build.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Advanced
Russian
Fluent
Finnish
Beginner

Work Experience

Economy Game Designer at Order Of Meta
October 1, 2025 - October 1, 2025
Owned the overall game balance and economy for a free-to-play mobile extraction shooter, Cargo Hunters. Mapped the player lifecycle and end-to-end progression, and designed the resource economy (sources and sinks), including in-session loot/spawn systems, item rarity, and spending points across crafting, upgrades, and repairs. Defined difficulty patterns and quest/reward templates; kept reward tables fair, readable, and consistent across updates. Delivered specs, reviewed implementations, and tuned numbers in tight loops — rapid prototyping, internal playtests, and iteration with the team. Collaborated daily with artists, engineers, and producers to land changes safely in production and maintain a stable live build.
Game Designer at Interactive Visualization Laboratory
February 1, 2024 - February 1, 2024
Built 10+ fast gameplay prototypes in Unreal Engine 5 (Blueprints) and translated best ideas into production-ready systems. Designed and implemented core mechanics and gameplay loops to keep play balance and engagement. Ran user testing and gathered feedback to refine mechanics and improve overall game feel. Optimized levels, gameplay logic, and AI behavior in Unity/C#, resulting in roughly 25% performance improvement. Created clear, flexible UI that improved usability and supported higher player retention over time.
Junior Game Designer at Helio Games
September 1, 2022 - September 1, 2022
Contributed features, mechanics, creature behaviors, and quests for Mutiny (mid-core survival RPG, pirate setting; 1M+ downloads). Built and tuned encounters and levels, supporting stronger early retention and player satisfaction. Assisted with economy and balance alongside senior designers to keep progression fair and readable.

Education

Software Engineer at Hive Helsinki
May 1, 2025 - November 12, 2025
Master of Science in Game Development at ITMO University
January 11, 2030 - June 1, 2022
Bachelor of Science in Computer Technology at Irkutsk National Research Technical University (NRTU)
January 11, 2030 - June 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet

Experience Level

Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
See more