Switch to English?
Yes
Переключитись на українську?
Так
Переключиться на русскую?
Да
Przełączyć się na polską?
Tak

Alexandr Grebyonkin

Offer Alexandr work on your next project.

Kazakhstan Taraz, Kazakhstan
5 months 28 days back
Available for hire available for hire
age 33 years
on the service 8 months 8 days

Rating

Successful projects
No data
Average rating
No data
Rating
225
Gaming Apps
164 place out of 548
App Development for Android
175 place out of 341

Skills and abilities

Portfolio


  • Wordtown

    Gaming Apps
    Genre: Casual word game
    Role: Unity, C#, game design, UI
    Platform: WebGL / Android

    Wordtown (Word City) is a cozy word game where the player helps a kitten restore lost memories by solving words on the streets of a magical city. Each level is a new location filled with atmosphere, comfort, and a light puzzle.

    * Development of complete game logic and level system
    * Creation of a parser in Python for collecting words from Wikipedia and other available resources
    * Creation of an interface and UX adapted for mobile devices and WebGL
    * Integration of saves, leaderboards, and localization
    * Working with animation, sounds, and visual effects
    * Optimization for low-end devices and fast scene loading
  • Samfufra

    Gaming Apps
    Type: 2D auto-battler with RPG elements and a storyline
    Role: Unity developer (gameplay, ads, purchases, Firebase, Google Auth, UI, character animation in Blender, optimization)
    Platform: Android

    Samfufra is a story-driven 2D auto-battler with RPG elements. The player assembles a team of heroes, upgrades their stats, and battles in tactical fights. Each character has unique abilities and personality, and the storyline reveals the history of a magical world.

    * Full development cycle (from idea to release)
    * Programming all game systems from scratch in C#
    * Implementation of ads and in-game purchases (AdMob + Unity IAP)
    * Character animation in Blender
    * Google authentication and cloud saves
    * Loading data and configurations from Firebase
    * Leveling system, inventory, and skills
    * Scripted content and visual design of interfaces

    Technologies: Unity (URP), C#, Firebase, Blender, Google Play Services, AdMob, Unity IAP
  • Pixel Survival!

    Gaming Apps
    Type: 3D adventure arcade
    Role: Unity developer (gameplay, UI, logic of arcade machines, scene integration, optimization)
    Platform: WEBGL (game available in the browser)

    Project created in collaboration with a 3D artist for a game jam.
    The plot tells the story of a boy who gets trapped inside an arcade machine — to escape, he must go through a series of challenges in the style of retro games.
    Transitions between mini-games, a level system, and in-game machines with unique logic have been implemented.
    The game combines modern 3D with the atmosphere of classic 8-bit arcades.
  • Bone Yard

    Gaming Apps
    Type: 2D platformer with adventure elements
    Role: Unity developer (gameplay, animation, music, pixel art, story, UI)
    Platform: WEBGL (game available in the browser)

    Game for a game jam.
    An atmospheric story about a skeleton who has lost its memory and ventures into a dungeon to uncover the truth about its past.
    The game is created in a dark pixel style, with original music and hand-drawn graphics in Photoshop, limited to 4 colors.
    Implemented dialogues, character animations, boss battles, and a narrative component.
    Everything — from the idea and script to sound design and gameplay — has been done independently in Unity.
  • The Fluffy Shutdown

    Gaming Apps
    Type: 3D action, comedic survival
    Role: Unity developer (gameplay, UI, Whalepass.gg SDK integration, authorization, store)
    Platform: WEBGL, PC (game available in browser)

    The project was created as part of a game jam. The game tells the story of a chemistry student trying to survive after a laboratory disaster that led to the emergence of mutants.
    The main focus was on integrating the third-party SDK Whalepass.gg — authorization, in-game store, and interaction with an external service.
    Ready-made 3D assets were used, scenes were optimized, and combat control with soft body physics (pillow fights) was implemented.
  • Instrumentation & Control Game

    Gaming Apps
    Type: Educational mobile application
    Role: Unity developer (gameplay, UI, SDK integration, databases, cloud saves, push notifications)
    Platform: Android (available on Google Play)

    A mobile game created for studying the systems of Automated Control Systems (ACS). The project has developed over more than four years: from a simple quiz to a full-fledged educational application.
    Mini-games, a glossary, a unit converter, a bonus and achievement system, a shop, a leaderboard, and authentication have been implemented.
    The project has become a platform for experiments with advertising, cloud saves, and new SDKs.
  • 3D Survival Horror

    Gaming Apps
    Type: 3D Survival Horror
    Role: Unity Developer (shaders, materials, lighting, programming, sound system)
    Platform: PC (HDRP)

    The largest and most technically complex project created by a small team of two people.
    The project features an inventory system, a footstep sound system tied to surfaces (carpet, wood, snow), realistic lighting, blizzard reactions to cover, as well as an AI monster that reacts to noise and pursues the player.

    I worked on performance optimization, HDRP lighting, shaders, and visual atmosphere.
    There is a quest system and the beginnings of a storyline.

    Although development is currently on hold, the project remains an important demonstration of my skills and approach to game creation with attention to detail.
  • Road Zombies Killer

    Gaming Apps
    Genre: 3D arcade action
    Role: Unity, C#
    Platform: Android

    Road Zombies Killer — a dynamic arcade game where the player controls a tank and destroys hordes of zombies while maneuvering between obstacles. The goal is to survive as long as possible, earning points for each defeated enemy. The game features two shooting modes — projectile and machine gun burst, refueling, and a scoring system.

    * Development of the complete game cycle and control logic
    * Autogeneration of the road from blocks (straight, turns, climbs, etc.)
    * Use of assets for graphics and environment
    * Working with UI, sounds, and visual effects
  • Elemental Odyssey

    Gaming Apps
    Type: 3D adventure game
    Role: Unity developer (gameplay, UI, asset integration, code)
    Team: 2 people (I am the developer, my partner is a 3D artist)
    Platform: WEB GL

    Project description:
    Elemental Odyssey is an atmospheric game about elemental creatures that have united to restore the disrupted harmony of the world. Each hero has unique abilities: spring, fire, water, air, and stone. The player will need to use their interactions to complete levels and solve puzzles.

    Project features:

    * Available to play in the browser
    * Character switching system with different abilities implemented;
    * 3D buttons in the main menu with interactive animation;
    * Automatic environment generation and work with Unity URP materials used;
    * Fully integrated particle effects and post-processing;

    The project was completed in a short time as part of a game jam (from idea to finished build).
  • Beasts Paradise

    Gaming Apps
    Type: 3D adventure game, platformer
    Role: Unity developer (gameplay, UI, 3D Blender, programming)
    Platform: WEB GL (game available in the browser)

    The game was created as part of a game jam.
    In this game, a hare, a chick, and a frog accidentally ended up in heaven/hell.
    But it seems that this was not part of their plans — and now they are trying to escape!

    Each animal has its own abilities:

    The frog can jump on heights,
    The hare runs fast and breaks obstacles,
    The chick can fly short distances.

    Switching between heroes, activate all portals to open the gates and find a way home.
    The game has a short cutscene (yes, it's crooked — but it works) that describes the plot.

    * All graphics are handmade in Blender,
    * Music is generated using AI.
  • Lamplighter

    Gaming Apps
    Type: 3D roguelike
    Role: Unity developer (gameplay, UI, 3D Blender, programming)
    Platform: WEB GL (available to play in the browser)

    Lamplighter is a game created solo during a game jam. The main character is a lamplighter who needs to light all the street lamps before sunset. After sunset, a monster appears, and escaping becomes almost impossible.

    The game space is randomly generated:
    each run creates a unique level with traps, coins, and enemies.
    The player's task is to light all the lamps and return to the portal without getting caught by the monster.

    The project includes:

    * procedural level generation (random placement of objects and enemies);
    * character control and movement physics;
    * non-standard camera control;
    * coin collection and traps;
    * versions for WebGL (itch.io) and Android (Google Play).
  • Shaggy Space

    Gaming Apps
    Type: 2D pixel art, platformer
    Role: Unity developer (gameplay, UI, artist, programming)
    Platform: WEB GL (available to play in the browser)

    Shaggy Space — a 2D platformer created in 10 days as part of a game jam.
    In the story, the main character sets out to rescue his dog, kidnapped by aliens. The player controls a character with a jetpack, fights aliens, and uses "whirlwinds" to move along walls and ceilings.

    The project is executed in a pixel art style with a limited palette (4 colors).
    During development, I implemented:

    * flight and jump physics with the jetpack;
    * interaction with objects (enemies, triggers);
    * a simple combat system;
    * adaptation for WebGL and keyboard controls;
    * effects and animations through Unity Animator.

    ** Graphics were created in Photoshop using a graphics tablet.
    ** The musical accompaniment was composed on the BeepBox website.

    This is one of my first projects and my first release on itch.io, created under the constraints of the jam.