My resume in a Google doc version. There you can find more detailed information about my professional experience.
Also add me on different platforms:
Short rest system (front-end and back-end part)
Features for game editor
Additional parameters for spells and weapons
Some GUI integrations
Some gamepad support for existing actions
I started with game prototyping using a proprietary C++ engine, where our small team tried to kick-start two independent projects. After that, I moved to the development of Tom Clancy's The Division Heartland.
Later, I transitioned to Unity development within the studio, where I worked on creating and releasing Gwen's Getaway. Along the way, I also worked on around 10 different prototypes.
Currently, I’m focused on developing a mobile game based on a major franchise within a very small team, starting from the prototyping stage.
Dream Walker is a surreal puzzle runner that organically surpassed 1 million downloads and reached the Top 10 most downloaded games in China, all without promotional marketing or paid user acquisition.
For a long time, the game maintained a 4.8 user rating driven purely by word of mouth and player retention. The rating later dropped after ads were introduced alongside a bug that caused black screens for some players, significantly impacting user reviews and overall ratings.
Dream Walker combines challenging runner mechanics with mind-bending puzzle design in a surreal world inspired by impossible architecture, subconscious dreams, and visual illusions reminiscent of Escher and Monument Valley. Players navigate through physically impossible intersections, shifting perspectives, and logic-defying environments where the world itself becomes the puzzle.
I had full ownership over game design direction, gameplay systems, programming, prototyping, and overall product vision while leading the development team throughout production. I played a central role in shaping the game’s identity, player experience, and execution - helping create a globally successful title that stood out without relying on marketing spend.
WarMach is the second game created by Ordinary People after the game Age of Fury. Unlike Clash of Clans, this game has some unique features such as perks for units, two races to choose from and so on.
Age of Fury. It's a pure clone of Clash Of Clans and the first 3D game in this genre at the moment. Unfortunately, it didn't make us billionaires for some specific reasons. :)
We have different kind of sessions and some of them were for R&D game ideas weekly meetings . That's me on the picture :)
I moved my experiments to my personal blog — feel free to check them out: cholushkin.github.io/snapshots
At PocketLab — the studio behind Juice Cubes, later published by Rovio Entertainment — I led the R&D prototyping department, where I built and organized the entire rapid-production pipeline for game prototypes, streamlining development from initial idea to playable product.
One of the projects was a story-driven rhythm action prototype for Android about a ninja DJ fighting enemies in sync with the music using gesture-based attacks, rhythm-based combat systems, and reactive visual effects.
It was a really great time creatively — fast-paced experimentation, constant prototyping, and building new game ideas almost like on a conveyor belt.
At Digital Air, I worked on interactive AR experiences and platform development during the early augmented reality boom. One demo featured a monster that players could “tickle” in AR, triggering animations, laughter, and rewards.
Together with the founder and a small team, we also developed and promoted a scalable AR advertising platform, pitching interactive AR experiences to major companies and agencies in Bangkok, including 7-Eleven and other large brands and advertising networks.
I also actively practice music theory and performance, primarily piano and guitar, and experiment with sound design and music production using Bitwig Studio.
In addition, I work with sketching/painting, 3D modeling, sculpting, and experimenting with shaders, procedural visuals, and real-time effects, while also exploring modern AI-powered creative tools such as Meshy, Suno, Udio, Runway, Stability AI, and Luma AI for rapid experimentation and prototyping.
For me, all creative disciplines are interconnected and exist within a single creative space, where skills from one area constantly influence and enhance the others.