DMYTRO RUCHKO

Game designer who builds. Unity/C#, from prototype to shipped.

Gravitation IO @ Evolute

Casual Vampire Survivors–style mobile arena (Android/iOS)

My role: Game designer on a 4-person team: level design, FTUE, dialogue, ability balancing, all content implemented in Unity.

Watch the full video
Gravitation io - trailer V4

Rose from the Scrap @ GameDev Camp

Katamari Damacy meets Human Fall Flat. MVP in 3 months during GameDev Camp, which was later pitched on online events.

My role:Game Designer/Project Management.

Watch the full video
Rose from the Scrap Demo Day

Hypercasual @ LuB Games

Worked on 15+ Unity prototypes; one greenlit into Rush War: Army Commander - title reached 1M+ downloads.

Link to the Game
Rush War: Army Commander

Other games

Gravitation IO

Studio
Evolute Games
Platform
Android / iOS
Team
6
Duration
AUG 2023 - DEC 2023
Engine
Unity

Context

Joined the team shortly after the prototype won an award at DevGamm 2023 for the best mobile game. The project had stalled after the award - my job was to take it from stuck prototype to launched game.

What I owned

Sole game designer: level design, balance, narrative, FTUE - all implemented in Unity. On a six-person team I also covered monetization design, analytics, and UA ad campaigns. Ran daily standups and the project roadmap.

Outcome

Shipped to Android and iOS. Ran the full post-launch cycle - live metrics, ad campaigns, iteration - until the studio couldn't secure further funding.

Rose from the Scrap

Context
GameDev Camp
Platform
PC
Team
4
Duration
3 months
Engine
Unity

Context

Three-month MVP built during GameDev Camp - my own team, under weekly critique from industry professionals.

What I owned

Led the team and the design. Built and delivered the funding pitch at Global Games Pitch and to the jury at the demo day

Outcome

Shipped the MVP and presented it at Demo Day. Pitched for continuation funding in the 2023 market; when it didn't land, I took the design role at Evolute.

Hypercasual @ LuB Games

Studio
LuB Games
Platform
Android/iOS
Team
4
Duration
5 months
Engine
Unity

Context

Hypercasual prototype pipeline - concepts had to be playable in days, and most were killed on purpose. Built 15+ prototypes in Unity, coding them myself.

What I owned

Took concepts from pitch to testable build: mechanics, levels, and code. Contributed design and improvement ideas on live titles in the studio's portfolio.

Outcome

One of my prototypes was greenlit and shipped as Rush War: Army Commander. Studio titles I worked on reached 1M+ downloads.