Game production · Product game design

Roman Abashin Game Producer / Product Game Designer

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

Experience you can verify

Meltopia gameplay scene

Technical case · Steam release May 1, 2026

Meltopia

Procedural caves and rooms in Unreal Engine 5.5: PCG, Blueprints, voxel environments, and production integration.

Open case study →

Commercial experience

Roles and ownership

Uga Dooga

Producer / Project Manager / Game Designer — roadmaps, releases, analytics, monetization, balance, and QA.

Meltopia

Level Designer — Unreal Engine 5.5, PCG cave rooms, voxel layers, blockout, and procedural location polish.

Sexy Beaches

Game Designer — economy, balance, configs, monetization, and post-release analytics for a Web Idle game on Nutaku.

Magic Solution

Lead Game Designer — two products from concept to release, task decomposition, and team coordination.

Ayist Games

Technical Game Designer — narrative products, monetization, analytics, and Unity/Ink scripting.

Another World

Technical Game Designer — Unity LBE VR, AI, weapons, Canvas, documentation, and release support.

Capabilities

What I own

Product & Production

  • Roadmaps and prioritization
  • Release planning and LiveOps
  • Sprints, timelines, and risks
  • Cross-team alignment

Game Design

  • Core loops and progression
  • Balance and economy
  • Monetization and retention
  • Prototypes and documentation

Analytics & Quality

  • Funnels and product metrics
  • Hypotheses and A/B tests
  • SQL, Firebase, AppMetrica
  • Pre-release QA

Technical

  • Unity, C#, Canvas, Ink
  • Unreal Engine, Blueprints, PCG
  • Git, Git LFS, Plastic SCM
  • Jira, FigJam, Google Sheets

All projects

Commercial games, releases, and prototypes

Obby & Dead River game cover

Released on Yandex Games and CrazyGames

Obby & Dead River

Product development, balance, monetization, and gameplay systems for a first-person 3D adventure.

Mind Alchemy game cover

Ludum Dare 58 · 3 days

Mind Alchemy

Programming and game design for an experimental jam prototype.

Cursed Labyrinth game cover

Siberian Game Jam · 4 days

Cursed Labyrinth

Programming and game design for an atmospheric adventure under a tight timebox.

Complete catalog

9 more projects

Working approach

From ambiguity to release

1

Frame the problem

I collect constraints, product data, player feedback, and references—then separate symptoms from causes.

2

Build the plan

I translate a hypothesis into requirements, priorities, owners, acceptance criteria, and a release path.

3

Validate the result

I follow build quality, launch, and post-release signals, feeding the findings into the next iteration.

Contact

Let's discuss your product and team challenges

Telegram is the fastest way to reach me. For a formal introduction or materials, use email or LinkedIn.