Stanislav Costiuc – Game Designer

PORTFOLIO                                                                 BLOG

 SITE SEVERLY OUT OF DATE, DIDN’T UPDATE SINCE 2016, WILL TRY TO UPDATE THIS YEAR

PhotoSTANISLAV COSTIUC
Current Position: Senior Game Designer at Ubisoft
Education: Vancouver Film School Game Design Program
E-mail: stas@stanislavcostiuc.com
Twitter: @farlander1991
LinkedIn

Trials of the Blood DragonTRIALS OF THE BLOOD DRAGON (PC/X1/PS4)
Ubisoft (Kiev, Ukraine)
Jun. 2015 – Jul. 2016
Game Designer. Responsible for design of the following features:
– Meta-Game;
– Player Hub;
– Inner Beast;
– Enemy AI;
– Ubisoft Club Integration;
– Design support for other game’s features.

Trials FusionTRIALS FUSION (PC/X360/X1/PS4)
Ubisoft (Kiev, Ukraine)
Jan. 2015 – Nov. 2015
Game Designer. Responsible for design of post-launch features for the game, including:
– New garage store with added virtual currency;
– Community dashboards;
– Multiplayer seasons;
– Spectator mode updates;
– Cross-platform track sharing;
– And other smaller features.

Juicy LandJUICY LAND (FACEBOOK/MOBILE)
Peak Games (Chisinau, Moldova)
Sep. 2013 – Nov. 2014
Previously known as Berry Rush.
Game Designer. Responsible for design of game core mechanics.
Level Designer. Created 80+ levels for the game.

Lost JewelsLOST JEWELS (FACEBOOK/MOBILE)
Peak Games (Chisinau, Moldova)
Oct. 2014 – Nov. 2014
Level Design Team Lead. Mentoring of a team focused on quickly and efficiently redesigning the existing 460 levels of this social/mobile match-3 game, to increase player enjoyment, retention and monetization.

Lost BubbleLOST BUBBLE (FACEBOOK/MOBILE)
Peak Games (Chisinau, Moldova)
Oct. 2014 – Oct. 2014
Bonus Location Level Designer. Participated in making, playtesting and providing feedback for this bubble shooter’s bonus location levels.

Bubble FairylandBUBBLE FAIRYLAND (FACEBOOK/MOBILE)
Peak Games (Chisinau, Moldova)
Apr. 2013 – Sep. 2013
Level Designer. Responsible for refactoring of the old existing levels and creating new ones.

OriginORIGIN (PC)
Electronic Arts Canada / VMC Game Labs (Burnaby, Canada)
Aug. 2012 – Mar. 2013
Embedded Quality Analyst for Origin in Platform and Publishing teams. Responsibilities include:
– Working together with Software Engineers to ensure positive user experience.
– Writing and performing test plans for new features.
– Coordinating feature testing with teams in Asia and Europe.

Zombie-KiriZOMBIE-KIRI (FACEBOOK)
Vancouver Film School (Vancouver, Canada)
Aug. 2011 – Jan. 2012
Zombie-Kiri is a social action game for Facebook in which you fight zombies as a Ninja on a Hover-Blade.
Lead Mechanics Designer. Responsible for core gameplay systems, balance, documentation.
2D Pixel Artist. Created characters, animations and user interface.
Programmer (ActionScript 3). Implemented UI and several game systems.

Monkey Island 2: LeChuck's Revenge Special Edition Russian TranslationMONKEY ISLAND 2: LECHUCK’S REVENGE SPECIAL EDITION RUSSIAN TRANSLATION (PC)
ENPY.net (Beltsy, Moldova, Remote Work)
Jul. 2010 – Feb. 2011
Russian translation pack for Monkey Island 2: LeChuck’s Revenge Special Edition.
Translator. Translated parts of the English text.
2D Artist. Created the Russian version of the font and of the game logo.

The Secret of Monkey Island: Special Edition Russian TranslationTHE SECRET OF MONKEY ISLAND SPECIAL EDITION RUSSIAN TRANSLATION (PC)
ENPY.net (Beltsy, Moldova, Remote Work)
Aug. 2009 – Jul. 2010
Russian translation pack for The Secret of Monkey Island: Special Edition.
Project Lead. Coordinated a core team of 10 people and several on/off collaborators.
Lead 2D Artist. Created the Russian version of the font and of every English art asset.
Translation Editor. Did three passes of the 4000 lines of text to ensure quality of the translation.

Evil Islands: Spring on JigranEVIL ISLANDS: SPRING ON JIGRAN (CANCELLED)
GipatGroup (Beltsy, Moldova, Remote Work)
Oct. 2004 – Nov. 2007
Scripter. Responsible for designing, implementing, and testing non-interactive scripted world events, dialogues, playable quests.
Narrative Designer. Co-wrote the game’s story, mission structure and most of the dialogues.