Uga Dooga
Producer / Project Manager / Game Designer — roadmaps, releases, analytics, monetization, balance, and QA.
Game production · Product game design
For 6+ years, I have been developing mobile, web, VR, and PC games—turning product goals into roadmaps, guiding teams to release, and validating decisions through analytics, A/B tests, and player feedback.
Selected case studies
July 2024 — Present
Systematized the release cycle and established regular validation of product and monetization hypotheses across a mobile game portfolio.
Open case study →June 2023 — January 2024
Launched two products from zero: shaped their design and documentation, decomposed the work, and coordinated a six-person team.
Open case study →January 2021 — June 2023
Owned technical game design across two narrative products: content, monetization, analytics, and the Unity/Ink pipeline.
Open case study →
Technical case · Steam release May 1, 2026
Procedural caves and rooms in Unreal Engine 5.5: PCG, Blueprints, voxel environments, and production integration.
Commercial experience
Producer / Project Manager / Game Designer — roadmaps, releases, analytics, monetization, balance, and QA.
Level Designer — Unreal Engine 5.5, PCG cave rooms, voxel layers, blockout, and procedural location polish.
Game Designer — economy, balance, configs, monetization, and post-release analytics for a Web Idle game on Nutaku.
Lead Game Designer — two products from concept to release, task decomposition, and team coordination.
Technical Game Designer — narrative products, monetization, analytics, and Unity/Ink scripting.
Technical Game Designer — Unity LBE VR, AI, weapons, Canvas, documentation, and release support.
Capabilities
All projects
Released on Yandex Games and CrazyGames
Product development, balance, monetization, and gameplay systems for a first-person 3D adventure.
Complete catalog
Commercial LBE VR
Unity LBE VR: core logic, AI, balance, and support for the released version.
Open case →
Web Idle · 18+
Economy, configs, monetization modeling, and post-release analytics for a Web Idle game.
Open case →
Released on Yandex Games
Escape and key-search mechanics, a leaderboard, analytics, and advertising integrations.
Open case →
Released on Yandex Games
Track and downhill mechanics, car tuning, in-game purchases, and a leaderboard.
Open case →
In active development
Online zoo core loop, server-side systems, and early progression balance.
Open case →
Roblox · Paused
Hider and seeker roles, game bots, analytics, and advertising integrations.
Open case →
Game prototype
Harvesting, potion brewing, progression, and programming the core mechanics.
Open case →
Solo development
Full solo cycle: design, programming, testing, and preparation for publication.
Open case →
Solo development
A crossword game from prototype to release: levels, programming, and store publication.
Open case →Working approach
I collect constraints, product data, player feedback, and references—then separate symptoms from causes.
I translate a hypothesis into requirements, priorities, owners, acceptance criteria, and a release path.
I follow build quality, launch, and post-release signals, feeding the findings into the next iteration.