Denys Sevriukov

About me

MyPhoto

My name is Denys, I am a game developer specializing in C# and Unity, with experience in Unreal Engine, C++, and web games. I have worked on university team projects, game jams, and freelance commissions, delivering polished gameplay systems and client-ready products.

Projects

Aftermath

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This game tells the story of a simple man caught in the crossfire of war. Player, by taking control of main protoganist Bon, exploring locations, and solving puzzles, player also will be able to understand what happened and help the protagonist find his loved ones. In this game I was responsible for programming the game mechanics, designed and implemented a modular inventory system with drag-and-drop, QTE system, light settings, and UI integration. The game was created as part of a team project at Collegium Da Vinci, where I worked alongside other students specializing in 3D modeling, animation, and sound design.

Technologies: Unity3D, C#, Git, Jira.

Gameplay video Game build Source code

Angry Plumber

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The game is a platformer with three levels, inspired by the old Mario Bros game, in which the player runs through the sewers and fixes broken pipes. The pipes break quite often, after which the water level in the sewer rises, and also monsters come out of them, which the protagonist is unable to resist. The game was made entirely by me on Poznan Game Jam using Unity engine and Aseprite, in which all sprites for the game were drawn.

Technologies: Unity2D, C#, Aseprite, Git.

Gameplay video Game build Source code

Super Pepe Bros

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In "Super Pepe Bros," I developed a vibrant and action-packed game reminiscent of Super Smash Bros. Players can engage in thrilling PVP and PVE battles as iconic meme characters from Pepe’s Boys Club. This project, commissioned through the freelance platform Fiverr, resulted in a satisfied client thanks to the engaging gameplay. My responsibilities as developer, designer, and programmer included creating intuitive game mechanics, designing unique character animations using Aseprite, and game performance using JavaScript and HTML5. This project showcased my ability to deliver quality work and innovation in game design.

Technologies: JavaScript, HTML, Aseprite.

Gameplay video Source code and whole game

SCREAM: The VR Game

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SCREAM: The VR Game — asymmetric horror experience developed for Meta Quest. I was responsible for all gameplay programming, including: AI Behavior System: Implemented a finite state machine (Normal, Scared, Beaten, Dead) for the victim, with dynamic reactions to player presence. Sensory System: Created line-of-sight detection using raycasts, field of view angle, and distance checks to simulate realistic NPC awareness. Adaptive Navigation: Programmed AI to escape toward a designated exit, with fallback pathfinding logic to avoid obstacles and player line of sight. Physical Combat: Developed hit detection using Unity's collision system, with damage feedback and state transitions based on hit location (head, body). Performance Optimization: Reduced physics calculations for non-essential objects, optimized asset poly count in collaboration with 3D artists, and maintained stable 72 FPS on Meta Quest hardware.

Technologies: Unity3D, C#, Meta Quest VR.

Gameplay video Source code

Project Airship

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I made C# scripts for a dynamic arcade game featuring stunning 3D graphics, where players navigate a ship through perilous battles. As the player, you steer the ship, engage in intense shootouts with enemies, and strategically purchase weapons and upgrades to enhance your ship’s capabilities. My role as the game programmer involved developing and implementing the game’s core mechanics, ensuring smooth and responsive controls, and also good tutorial for new players.

Technologies: Unity3D, C#, Git, Meta Quest VR.

Source code

Pet Projects

Sonic The Webhog

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I developed a simple 2D endless runner game inspired by classic Sonic-style platformers, using HTML5 Canvas and vanilla JavaScript. In this project, I implemented core game mechanics from scratch, including character movement, enemy spawning, collision detection, scoring, and basic game state handling. The player controls a character that automatically runs forward while avoiding obstacles and enemies. The main objective is to survive as long as possible and achieve the highest score.

Technologies: HTML5, JavaScript, Git.

Source code

Links

Email: [email protected]

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