Hi, I’m Sergii Ievtushenko, a Lead Game Developer with a long track record across programming, design, and production. I’ve shipped games from concept to release and post-launch updates, working in teams of all sizes—from AAA studios to solo indie projects. I’m a lifelong game developer who loves learning and solving hard problems. My strengths include Unreal Engine 4/5, C++, Blueprints, the Gameplay Ability System, Niagara, and a passion for building robust systems, balancing, and player progression. I’m a natural mentor and leader, able to bridge the gap between engineers and designers and to justify design decisions while staying pragmatic and focused on delivering great experiences.

Sergii Ievtushenko

Hi, I’m Sergii Ievtushenko, a Lead Game Developer with a long track record across programming, design, and production. I’ve shipped games from concept to release and post-launch updates, working in teams of all sizes—from AAA studios to solo indie projects. I’m a lifelong game developer who loves learning and solving hard problems. My strengths include Unreal Engine 4/5, C++, Blueprints, the Gameplay Ability System, Niagara, and a passion for building robust systems, balancing, and player progression. I’m a natural mentor and leader, able to bridge the gap between engineers and designers and to justify design decisions while staying pragmatic and focused on delivering great experiences.

Available to hire

Hi, I’m Sergii Ievtushenko, a Lead Game Developer with a long track record across programming, design, and production. I’ve shipped games from concept to release and post-launch updates, working in teams of all sizes—from AAA studios to solo indie projects. I’m a lifelong game developer who loves learning and solving hard problems.

My strengths include Unreal Engine 4/5, C++, Blueprints, the Gameplay Ability System, Niagara, and a passion for building robust systems, balancing, and player progression. I’m a natural mentor and leader, able to bridge the gap between engineers and designers and to justify design decisions while staying pragmatic and focused on delivering great experiences.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Senior Gameplay Engineer
September 1, 2025 - April 1, 2026
Implemented Unreal's State Tree-based AI bots, GAS-based abilities and items, User Widgets for UI, Animation Graph for contextual character animations, and a custom bot target selection system.
Solo indie dev on Deckbuilding Inventory Management Auto Battler at Independent / Self-employed
March 1, 2025 - Present
Developing Unreal 5 project in C++/Blueprints. Built UI visuals with User Widgets, applied MVVM using the ViewModel Plugin to separate visuals from game logic, and implemented a wide, flat architecture with test-driven development for fast iteration.
Independent game developer/designer of Forestry gian, Roguelike Deckbuilder
June 1, 2023 - March 1, 2025
Designed, implemented and published the game in Unreal 5 as a solo developer. Built Niagara particles, materials, 2D animations, and developed content: cards, heroes, keywords, abilities and enemies.
Principal Technical Game Designer on Star Wars: Hunters at Zynga
September 1, 2019 - June 1, 2023
Owned design for many characters (abilities, stats, balance), designed many systems (AI bots, matchmaking, respawn sync), implemented melee and ranged abilities for characters using Blueprint, tuned AI bots, and worked with Unreal 5, Blueprints, C++, and GAS.
Game Director at Freejam
November 1, 2018 - July 1, 2019
Reorganized Card Life's progression into a coherent experience, repurposed content to fill gaps, and led the team to prepare the game for full release.
Lead Game Designer at Stainless Games
April 1, 2018 - October 1, 2018
Worked on systems design, balance, and proposals for other games and ports.
Lead Game Designer at Freejam
May 1, 2015 - March 1, 2018
Handled Content, Systems, and Economy design of the whole game; reworked and improved balance; designed new game modes and matchmaking, new content and progression, new damage system, tuned physics, and more.
Senior Game Designer at Wargaming.net
July 1, 2012 - May 1, 2015
Made many gameplay prototypes for gameplay and controls; designed parts of the damage model, matchmaker system, AI bots' aggro system, achievements system, random boxes system, daily quests system, and more.
Game Programmer / Game Designer at Crytek
April 1, 2008 - July 1, 2012
Implemented class system, game economy calculations, matchmaker system, achievements system, telemetry system, and more for Warface.
Game Programmer at Deep Shadows
July 1, 2006 - April 1, 2008
Implemented various gameplay features and level design tools in the Precursors & White Gold engine.
Game Programmer at OSW Games Studio
January 1, 2006 - July 1, 2006
Implemented various gameplay and engine features in the licensed engine on AntiUFO.
Game Programmer at Boston Animation
November 1, 2003 - January 1, 2006
Implemented gameplay features and systems like Play by Email for Scrabble Online.

Education

Master’s Degree of computer systems at Kremenchuk Mykhailo Ostrohradskyi National University
January 11, 2030 - April 16, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment