[email protected] @tvejzer +48 572 862 080

Game Designer

MATVEI
SMIRNOV

Warsaw, Poland


Quest Designer with hands-on UE5 Blueprint and Unity C# experience, specializing in quest systems, branching narratives, and in-engine implementation. Completed internships at AA studios and a mentorship at CD PROJEKT RED. Ten years of TTRPG and LARP game mastering provide deep intuition for player agency and reactive storytelling.

Game Projects

Demand Dial Exorcist — store capsule
UE5 Puzzle Narrative 3 Weeks Team of 12

Demand Dial Exorcist

A first-person puzzle game where the player acts as an exorcist for hire, tasked with identifying the demon inhabiting a flat and performing the corresponding ritual to expel it. The core mechanic is adapted from the classic board game Mastermind — possessed objects placed on a pentagram yield score feedback, guiding deduction. Demon behaviours and the Exorcist's Book provide narrative-driven hints.

  • Created the project prototype in 3 days
  • Coordinated and led the development process (team of 12)
  • Designed and implemented the core gameplay loop (Mastermind-inspired puzzle)
  • Designed distinguishable behaviour patterns for 13 demons and wrote their narrative descriptions
  • Created and fully implemented a dynamic hint system
  • Designed and implemented 10 in-engine demon behaviours using Blueprints
  • Designed and implemented UI layout and logic

One of the key challenges was identifying what made our prototype fun. Through iterative analysis we realised our core loop resembled Mastermind — this discovery led us to refine it first as a paper prototype, then implement it in-engine. A second challenge was building a meaningful hint system: rather than static tooltips, hints emerge organically from demon behaviours that players cross-reference with the Exorcist's Book, making deduction feel immersive and rewarding.

Blueprints

Core Gameplay Loop — Mastermind inspired puzzle:

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Data table with 13 demons, each with 4 special objects, 3 behaviours, and 3 narrative prompts stored as Blueprint Component references. On game start, a random demon is selected; its objects are stored in the player Blueprint; placement on pentagram triggers ritual power calculation.

Data table Blueprint

Right after the launch of the game, we get a random demon from the data table. We get his special objects into the player's blueprint and store there for reference:

We check the placement of the objects onto the pentagram, and if we have 5 objects placed, we calculate the ritual's power, and if we are in easy mode, create glow for the placed objects:

Hint System:

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After each unsuccessful attempt to solve the ritual, we are launching one hint to appear. This is very customisable — the hints could be launched after several attempts, or depending on the player's hp:

Wicked Tales — store capsule
UE5 Puzzle Platformer State Trees 7 Weeks Team of 12

Wicked Tales:
Blood Red Riding Hood

A 3D puzzle platformer where the player controls a young wolf navigating a dark forest and a witch's hut. Solve environmental puzzles, avoid enemies, and confront a final boss.

  • Coordinated and led the development process
  • Designed layout and blockout for 2 full levels
  • Designed 7 puzzles and coordinated their implementation
  • Designed enemy AI behaviour patterns and implemented them using UE5 State Trees
  • Designed and implemented the boss fight puzzle

Early levels felt repetitive — resolved by mixing strict 2D platforming with 3D sections and adding puzzle variety without new mechanics. Tutorial gap was addressed by introducing a friendly NPC (reskinned enemy) who teaches controls through in-world dialogue, reinforcing narrative. Final boss was scope-creeping — redesigned to use only existing mechanics and assets. Forest danger was emphasised through State Tree AI: slow but persistent enemy roaming that creates ambient tension.

Blueprints

Hunter AI patrolling using State Trees:

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State Tree — Hunter AI

Final puzzle:

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The goal of the final puzzle is to find 4 bottles on the map and drop them into the cauldron, while avoiding being caught by the witch. Every time a bottle is dropped, the cauldron must indicate that the player is a step closer to winning. If the player takes too long, the witch might stabilise the cauldron, and the player will need to drop additional bottles.

Mandragora — store capsule
Unity Co-op AI Behavior 2 Weeks Team of 12

Mandragora

A co-op simulation game where players act as witches running a daycare for magical creatures. Tend to creature needs before they turn into monsters and cause chaos.

  • Liaison between artists and designers/product owner
  • Designed 5 creature types with distinct behaviour patterns (2 fully implemented)
  • Co-designed level layout
  • Designed UI layout and logic

First collaborative project — risk of scope creep managed by designing self-sufficient, incrementally implementable AI behaviours. Empty map space caused AI clustering and reduced player interaction; resolved by placing a barricade and a workstation to create meaningful encounter zones.