Hi!
I’m Nick,
a freelance programmer and game developer.
I love indie games, pixels and innovative mechanics. Have been involved in game development for more than 15 years, since 2009.
Languages: GML, AS3, C++, JS, PHP, CSS
Toolset: Game Maker 8.*, Game Maker Studio 1.4, Game Maker Studio 2, Spine, Flash, Box2d
Specialization: turn-based games, UI, combat systems, coffee absorption
Platforms: Win, Linux, Mac, HTML5, Android, iOS, Switch
A unique mix of a match-3 and a roguelike, developed by Yacht Club Games. The game is out on Netflix, Steam, Nintendo Switch and Play Station 4. Trailer
I was responsible for mod support (both the toolkit and documentation) and online multiplayer.
A dungeon crawler with a unique combat system. The game is based on my prototype that I pitched inside Aether Studios, which had resulted in me leading the development for almost 4 years. Trailer
I created the initial prototype and I was working on Lead Programmer and Lead Game Designer positions throughout the whole development time.
A fighting game by veterans of the genre set in a world where warring civilizations summon the power of Fire, Water, Air, and Earth. Videos & Trailers Twitter
I was hired to design and code multiplayer lobbies architecture and Steam workshop support. I was also on UI / additional programming and Russian localization.
A small box2D-based engine for creating ragdolls on top of Spine animations. Demonstration.
The engine was written as a part of a trial assignment for
OctoBox Interactive.
A mix of autobattler, deckbuilder and roguelike. Trailer
I was hired to do additional programming on the project and help prepare the first playable demo.
A JRPG currenly in development. Developer’s Twitter I was hired to program the initial prototype of the game’s
combat system.
A medieval turn-based strategy game with card and board game elements. Announcement Trailer Twitter
I was hired to do additional programming for the game, mostly covering minor fixes / additions to the turn-based mechanics.
A multiplayer NES’ish platformer, where monsters are controlled by the players.
The game was originally made for Ludum Dare 33, and over a year reworked into a full-scale Steam release.
A roguelike with unusual combat mechanics.
Intially created for 7DRL, it got a decent place there and some attention from the critics. Featured on GameJolt.
An endless rogue-like deck-builder hydra simulator.
A real-time tactical roguelike about power management.
An experimental card-collecting game.
Features online multiplayer.
An indirect-control simulator made for Ludum Dare 30.
Got 6th place in innovation.
A simple real-time roguelike made in 72 hours for Ludum Dare 27.
Has a turn-based spin-off I was working on after the release of the jam version.
A turn-based strategy game akin to Civilization.
Unfinished yet playable.
A 2-player ping-pong tribute made throughout one night.