ABOUT

Hello!
I'm Mikhail,

• A professional developer with over 9 years of hands-on experience in both game development and web engineering
• Comfortable with the end-to-end game production - from concept and artwork to deployment and live-ops
• Focused on gameplay and performance
• A solid grasp of how the game industry works - from production workflows to full development pipelines
• Blending strong technical skills with a creative background in design and artwork
• Experienced in building and optimizing game engines, as well as developing real-time interactive applications

Programmer, musician, artist, avid gamer, and a huge fan of Fallout (1/2).

This is a collection of my works and projects.
Each section represents a unique project, demonstrating various skills.

— General
  • Game Development
  • Game Design
  • Game Art
  • Sound Design
  • Game Engine Development
  • Full Stack Development
  • Mobile App Development
  • System Design
  • System Architecture
  • SDLC
— Web
  • HTML5
  • JavaScript
  • TypeScript
  • Canvas
  • WebGL
  • Pixi
  • Phaser
  • Three.JS
  • Howler
  • Gsap
— Desktop
  • Godot
  • C++
  • MSYS
  • MINGW
  • Cmake
  • SDL2
  • GLM
  • ImGUI
  • GLSL
— Art
  • Photoshop
  • Blender
  • Mixamo
  • SAI
  • Spine
  • UX/UI
  • Pixel Art
— Backend
  • PHP
  • Python
  • MongoDB
  • MySQL
  • Git
  • CI/CD
  • Unix
  • Nginx
  • Apache
  • WebSocket
  • REST API
— Other
  • Figma
  • Miro
  • Jira
  • Confluence
  • Notion
  • Google Docs
  • Google Analytics

lab@mindscan.org

Nilu Engine

3D Action RPG Engine.

After a long dive into web-based game development (HTML5), I decided to return to my roots (C++) and build a full-fledged 3D game engine.

I set a few key goals:
- The engine should be lightweight with minimal external dependencies
- Strong performance (should run on weak PCs) and solid optimization
- Not necessarily high-end, but capable of squeezing the most out of the visuals
- A fast and convenient content pipeline

The last point is one of the most important. That's why I chose to use my own model format (static meshes, animations) and built a custom Blender exporter.
Now Blender is a universal editor - I can design levels directly in Blender and export an entire scene with a single click. Same goes for characters and any geometry.
All assets are packed into a bundle, which the engine loads and renders.

What already works:
- Asset bundle loading
- Model and animation loading, shaders, lighting
- Scene (level) management
- Character movement and camera handling
- Basic graphics settings (anti-aliasing, window size)

I'm building the engine for a specific game idea, but I'm trying to keep enough flexibility for experiments.

I plan to release the engine as a standalone product after launching the game built with it.

With built-in editor you can tweak many scene parameters without leaving the game, switching between modes with a single button.

Here's what it can do:
- Saving and loading scenes
- Environment settings
- Weather system
- Light sources
- Unwalkable blocks
- Two movement systems and pathfinding
- NPC management
- River flows

There is a list of features I'm working on:
- Grass chunks
- Event triggers
- Dialogue system

Game Engine Development
Gameplay Programming
Shader Programming
Optimization
Level Design
3D Character Modeling
3D Character Animation

In the additional materials below, you'll find a detailed video of engine's editor mode features.

  • C++
  • Python
  • GLSL
  • Blender

Qlint

Wild West RPG Game for Telegram (Telegram Mini Apps).

This is a mobile online RPG where players control their character and search for rare artifacts in the wasteland.

The game features a shop where players can sell what they find or take on various quests.
Once the character reaches a certain level, the player receives a pet that helps during adventures.
In the wasteland, players may encounter bandits, leading to shootouts.
The luckiest ones might even discover an abandoned cellar full of treasures!

The game includes in-app purchases, such as an expanded backpack, a flask, or a new type of pet.
There's also an achievements system.
The game supports localization and is available in two languages.

Everything in the game - the concept, art, and design - was created by me.
All of the game's code, including the backend and anti-cheat, is also my own work.

Game Design
Game Balance and Economy Design
UX/UI
Art
Gameplay Programming
Sound Design
Backend Development
Database Management
Optimization
Testing
Deployment
Live-Ops
Player Support
User Acquisition
Analytics
Monetization
Marketing
Community Management
In-game Events Management

In the additional materials below, you'll find a original sprite sheets to see the pixel art in detail.

  • HTML5
  • JavaScript
  • PHP
  • MongoDB
  • Telegram API
  • Pixel Art
  • Photoshop

Courier

An experimental project exploring how 3D environments and lighting interact with 2D billboard sprite animations.

I wanted to create a specific visual style where hand-drawn characters interact with a three-dimensional world.
Kind of like a wholesome GTA with elements of a visual novel.

The idea was to combine various techniques (camera, controls, lighting, UI) in a way that makes the gameplay and visuals feel comfortable and enjoyable.

Visually, I imagined the game in the spirit of Studio Ghibli’s works - hand-painted textures, drawn sprite characters and objects, and a matching UI.

The project is a proof of concept.

Gameplay Programming
Shader Programming
Optimization

  • Godot
  • GDScript
  • GLSL

Pick

A fast-paced game that challenges your focus and reflexes.

I developed this game for my virtual esports exchange.
Players could use it to top up their in-game balance.

The principle of the game is to select certain team logos on the field within the allotted time. The timer speeds up after each attempt.
There is also a chance that a bonus box will appear on the field, giving different boosts.
After the end of the game, the user can credit the winnings to their account, or try again.

Game Design
UX/UI
Gameplay Programming
Art
Optimization
Testing
Deployment

In the additional materials below, you'll find screenshots of my esports exchange.
This project was also created by me - from the core idea and design to the UX/UI, development management, and product work.

  • Godot
  • GDScript
  • Web

2D+3D JS

An experiment combining tile-based 2D isometry with 3D characters for the Web.

This was my attempt to explore a very interesting and often overlooked technology.
Using 2D sprite-based characters in isometric games with multiple movement directions is a very labor-intensive task. You have to draw every possible state of each character (idle / running / shooting…) for all directions. And that's not even mentioning character customization.

So, what if we replace 2D sprites with 3D models?

I had already done something similar in the ONYX project (below), and I decided to recreate a similar technology for the Web.

The setup uses multiple canvases - the 2D canvas for the tile map, and the WebGL canvas for rendering the 3D models. Combining them with a clever trick produces a great visual result!

The best part is that it's a lightweight solution, suitable even for mobile web and mini-apps.

I also implemented a pathfinding algorithm and a transparency mask for characters when they are behind walls.

Game Engine Development
Optimization

  • HTML5
  • JavaScript
  • Canvas
  • WebGL
  • Blender
  • Mixamo

Gems

Mobile clicker game project.

This is a game where players tap the screen to collect precious gems.
Gems drop with a certain probability.

The key feature here is the gem visualization technology.
Since the game was developed for mobile phones, it had to be well-optimized. At the same time, I wanted to achieve a 3D-like feel without using 3D objects or engine-specific features.
Each gem is made up of a set of textures (diffuse, specular, normal) rendered in a specific order. A light mask texture is also used to create a glowing effect.

This approach allowed me to achieve a beautiful visual result while maximizing performance.
Procedural adjustments of color, size, and rotation angle make every gem truly unique!

Game Design
Gameplay Programming
Art
Optimization

In the additional materials below, you'll find a detailed video of beautiful gem.

  • Godot
  • GDScript

Onyx

Turn-based tactical game project.

This is one of my very old game projects, which has gone through several rebirths. Many of my skills grew alongside this project, and thanks to it.

The project started as a browser-based idle team battle.
A grid-based field, little soldier figurines, and only a few actions available per turn. You just press a button, and your units decide what to do on their own. Then you wait for the opponent's turn. That's it.

Later, I decided to make something closer to X-COM: UFO Defense - isometric view, direct control of each soldier, etc.

For this, I switched engines and started development from scratch.
At some point, I realized that sprite-based characters require an enormous amount of work, and for the first time I started experimenting with combining dimensions. In the end, a 3D soldier moves across a tile-based 2D map.

This project never became a full-fledged game, but it shows an important part of my journey in game development and the progress I made along the way.

Game Design
Gameplay Programming
Art
Optimization

In the additional materials below, you'll find screenshots of early versions of the project.

  • Godot
  • GDScript
  • Phaser
  • HTML5
  • JavaScript