Tbilisi, Georgia
Game design · playable prototypes
I design small games around one clear mechanic, then build them and test them on players. In 2026 I made 11 game projects in Godot, Unity and Python. Before games, I spent 10+ years building web systems.
I build with AI coding agents (Claude Code). The ideas, the design, the decisions and the playtests are mine.

Design: one control, the throttle, and no control in the air. Pacenote cards show the next crest, so every jump is decided before take-off. Six stages, a duel, free ride and a garage, with no ads and no purchases.
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Design: you never steer. The van drives itself, and the turn signal decides every turn and stop. Parcel jobs, hitchhikers, fuel and flat tyres. Six playtests in three weeks shaped the map and the rules.
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Design: the ship is your home. A cold start switch by switch, a cab you live in, a hyperlane ride. I cut a big first concept down to one small tug.
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Design: you stay in the capsule and work outside through a robot. Dust storms in five categories, and a slingshot scanner instead of a compass.
Game page →Design: the AI tells the story, and a deterministic engine owns the world. Every action goes through a closed list, so the model cannot change the world with words.
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Design: made for small children, so there are no punishments, coins, timers or ads. One hidden need, sleep, instead of meters.
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Design: −40° outside, a warm home inside. A walkable 15.5 m truck that keeps driving while you move through it and climb onto the roof.
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Design: power lanes on the walls hold the whole city in one 3×3 grid. Fly low, fly in the grid, or leave it on your battery.
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Design: you never steer: gas lever, turn signal, horn and a paper map. The city is real, imported from OpenStreetMap; the first one is Kherson.
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