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    <loc>https://www.timofeytalinskiy.com/teamprojects</loc>
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    <lastmod>2021-04-06</lastmod>
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    <loc>https://www.timofeytalinskiy.com/contact</loc>
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    <lastmod>2025-12-22</lastmod>
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  <url>
    <loc>https://www.timofeytalinskiy.com/about-me</loc>
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    <priority>1.0</priority>
    <lastmod>2025-12-23</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1617337645873-MMYRMUTVRYJQCPUBQCZ8/Timofey_Talinskiy.jpg</image:loc>
      <image:title>About Me - Hello, I am Timofey Talinskiy. Game designer who loves working with others.</image:title>
      <image:caption>I am a game designer dedicated to creating engaging, diverse gameplay experiences and improving the usability of complex systems. I have worked professionally in the game industry for over three years, during which I’ve contributed to multiple projects across different genres and development stages. For the past year and a half, I’ve held a leadership role on a diverse, multidisciplinary team, where we actively integrated AI-driven tools and workflows into our development process. This experience has given me a strong understanding of how AI can enhance design pipelines, accelerate iteration, and support creative decision-making. Academically, I hold both a BA in Game Design from DigiPen Institute of Technology and an MS in Game Design from Full Sail University. My education strengthened my expertise across all major areas of game design - especially content design, level design, and usability research. In my work, I collaborate closely with artists, sound designers, and programmers to improve feature readability, polish player experience, and deliver cohesive, engaging gameplay systems. Outside of work, I enjoy exploring new games, analyzing mechanics, and studying how different titles teach players through design. I look forward to creating great games with you.</image:caption>
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  <url>
    <loc>https://www.timofeytalinskiy.com/academic-projects</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-12-06</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/785f32f3-5733-479f-84a6-e4a7bcd07472/ezgif.com-gif-maker+%281%29.gif</image:loc>
      <image:title>Academic Projects - Breakers World (fall 2021 - fall 2022) Team of 30+ Role: Level Designer, Lead Level Designer, Lead Designer, Project Lead Engine: Unreal Engine 5.0</image:title>
      <image:caption>Upgrade your power armor, recruit a loyal crew, and build a spaceship to escape the oppressive management of a dystopian barren planet. Breakers world features open-ended sci-fi RPG character development in a unique world full of rust, danger, and opportunity.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623461388006-YEVRFPNHR4EMSPRQ04Z9/ShowcaseGif.gif</image:loc>
      <image:title>Academic Projects - I Am Gooey (fall 2018 - spring 2019) Team of 6 Role: UX/UI designer, Encounter Designer, User Researcher Engine: Custom Engine</image:title>
      <image:caption>I Am gooey is a 2D top-down puzzle game based on Japanese Masyu puzzles. It was an eight-month student project, built using a custom engine with a team of seven sophomore students. My focus on the team was improving the accessibility of the game through data-driven analysis, derived from multiple playtest sessions. I also designed the user interface of the game as well as created in-game visual effects, as I worked closely with the graphics programmers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623465724179-PAOA828G245XWEAW6I00/Showcase_Gif.gif</image:loc>
      <image:title>Academic Projects - Quantum Revolver: Code Blue (fall 2020 - spring 2021) Team of 6 Role: UI/UX Designer, Content Design Assistance, Level Design Assistance Engine: Unity 2019.3.15</image:title>
      <image:caption>Quantum Revolver: Code Blue is 3D retro-inspired FPS. It was built in 8 months with a team of 6 (4 during the first 4 months) senior students. My main focus on the team was the design and implementation of the User Interface and the iteration of User Experience elements within the game. I also worked on the creation of the game design document, encounter design, and assisted with level design.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623395307621-2POH33XGF83KSJD6UMDK/ShowcaseGif.gif</image:loc>
      <image:title>Academic Projects - Just Deserts (fall 2019 - spring 2020) Team of 9 Role: UI/UX designer, User Researcher, Level Design Assistance Engine: Unreal Engine 4.22</image:title>
      <image:caption>Just deserts is a 3D RPG that tells a story of a Cupcake trying to save his friends from an evil Muffin Man. It was built in eight months with Unreal engine by our team of nine junior students. My focus on the team was in improving the readability of the game’s systems and mechanics by working closely with our sound designer and graphics programmer on the implementation of audio and visual feedback in the game. I also designed and implemented the user interface and hosted 10+ playtest sessions, as well as provided my team with feedback regarding the accessibility of the game and our players’ perception of the gameplay.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623394413442-RZWXJWC9N9DQ5I2GL1AE/ShowcaseGif.gif</image:loc>
      <image:title>Academic Projects - Office Legacy (spring 2019 - fall 2020) Engine: Unity 2019.3.8</image:title>
      <image:caption>Office legacy is a 3D isometric management-style RPG. This is a 1-year personal academic project where I developed every aspect of the game, including programming, in-game mechanics, user interface development, level design, and playtesting.  I also prepared a game design document that covered core mechanics, narrative synopsis, and user interface wireframes.</image:caption>
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  <url>
    <loc>https://www.timofeytalinskiy.com/professional-experience</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-12-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/7c6378f6-ea15-41a6-a1e9-726fcdfe4b3d/TacoHamsterHeroGameplayTrailer-ezgif.com-video-to-gif-converter.gif</image:loc>
    </image:image>
    <image:image>
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    <image:image>
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  <url>
    <loc>https://www.timofeytalinskiy.com/officelegacy</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-11</lastmod>
    <image:image>
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      <image:title>Office Legacy - Designed, created, and implemented all the UI assets in the game.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623223579016-WEFT5QO6IZOGJBGGYY6C/Environment.PNG</image:loc>
      <image:title>Office Legacy - Designed and built in-game levels and set-up the environment using paid assets.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623140076894-P2KAHW3LV0CMXD6D89LR/TutorialGiff.gif</image:loc>
      <image:title>Office Legacy - Designed and implemented a tutorial which included confirmation of action to decrease player confusion with game mechanics.</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.timofeytalinskiy.com/qrcb</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1624234189463-HK8TH79RF0UPJFDX1F6G/VfxGif.gif</image:loc>
      <image:title>QRCB - Assisted in the design of weapon visual effects.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623134803863-AS0N98UL9M5B4QHVKM29/HudGettingHit.PNG</image:loc>
      <image:title>QRCB - Designed and implemented the user interface in the game, which included the Main Menu, Pause Menu, the player’s Hud, and the Text log display. I also created every UI asset using Photoshop.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623135245692-7G6HWZKHXSGSOQ3R60DV/Ammo_Crop.png</image:loc>
      <image:title>QRCB - Came up with an effective solution to displaying ammo in response to player feedback and testing results.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623136504242-0JN3DV7O8IB49J3UTUO0/MenuGIFF.gif</image:loc>
      <image:title>QRCB - Came up with the unique design idea for the main menu, which is displayed on a 3D model of the “Quantum Revolver.” Additionally, created a transition between menus that utilized camera movement.</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.timofeytalinskiy.com/justdeserts</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623390248194-8DLV4MOSFUX15O3GZSLZ/UR.png</image:loc>
      <image:title>JustDeserts - Created testing procedures for 15+ playtests per milestone and moderated 10+ playtests, suggested changes through data-driven analysis, which resulted in better readability of systems, better guidance in level design, and an overall more balanced and engaging game.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623138241617-96CQP3XP2XPT1PQFSUFO/PauseMenu_JustDeserts.png</image:loc>
      <image:title>JustDeserts - Made all UI art assets in photoshop designed to fit the visual theme of the game, which resulted in increased immersion for the experience.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623138222117-96C5XM8L4Y2PXGNNJYW2/MainMenu_JustDeserts.png</image:loc>
      <image:title>JustDeserts - Designed and implemented the player HUD, Pause, and Main Menus intended to fit the narrative of the game.</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.timofeytalinskiy.com/iamgooey</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623389630303-IWMUWBEVGGVYY5N4WFUZ/Menu_Gif.gif</image:loc>
      <image:title>IamGooey - Designed and implemented a pause menu, main menu, and the player’s HUD in a custom engine by working closely with the team’s graphics programmer.</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/1623389793217-R2MVTHYJ6FI8LJHIVZ66/Paticles_Gif.gif</image:loc>
      <image:title>IamGooey - Designed and implemented the particle visual effects in the game to guide the player and increase the immersion of the experience.</image:title>
    </image:image>
  </url>
  <url>
    <loc>https://www.timofeytalinskiy.com/gaijin-entaiteinment</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2021-06-11</lastmod>
  </url>
  <url>
    <loc>https://www.timofeytalinskiy.com/breakersworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2022-12-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/79606d72-295c-4f64-8d63-cdcd14fd0814/Diagram.jpg</image:loc>
      <image:title>BreakersWorld - As a level designer, my process for creating levels in Breakers World begins with a clear understanding of the gameplay mechanics and the goals of the level.</image:title>
      <image:caption>This helps me to determine the layout and design of the level, including the placement of enemies, traps, puzzles, and other interactive elements.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/6c6a5489-0f2e-4e29-af4a-54c4e8c698cc/Layout.png</image:loc>
      <image:title>BreakersWorld - Next, I will sketch out a rough layout of the level on paper or in a 2D level editor, taking into account the flow of gameplay and the challenges that will be presented to the player.</image:title>
      <image:caption>This allows me to get a sense of the overall structure of the level and make any necessary adjustments before moving on to the more detailed stages of development.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/881978b6-52b4-401d-8b79-0a2777e1371b/Blockout.png</image:loc>
      <image:title>BreakersWorld - Once I have a solid plan for the level, I will begin blocking it out in a 3D level editor (Unreal Engine, in the case of Breakers World), implementing the gameplay elements that I have planned out.</image:title>
      <image:caption>This involves a lot of trial and error, as I playtest the level repeatedly to ensure that it is both fun and challenging for the player.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/95d2d16d-5a35-45b1-ad56-52272922febf/Level.png</image:loc>
      <image:title>BreakersWorld - When I am satisfied with the gameplay flow on the level I start increasing the quality by adding visual assets that I’ve planned.</image:title>
      <image:caption>Throughout the process, I also pay close attention to aesthetics, lighting, and other visual elements to create an immersive and engaging experience for the player.</image:caption>
    </image:image>
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      <image:title>BreakersWorld</image:title>
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      <image:title>BreakersWorld</image:title>
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      <image:title>BreakersWorld</image:title>
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  <url>
    <loc>https://www.timofeytalinskiy.com/breakersworld-1</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-12-23</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/60669663da18085693b13ba8/881978b6-52b4-401d-8b79-0a2777e1371b/Blockout.png</image:loc>
      <image:title>Taco: Hamster Hero - Once I have a solid plan for the level, I will begin blocking it out in a 3D level editor (Unreal Engine, in the case of Breakers World), implementing the gameplay elements that I have planned out.</image:title>
      <image:caption>This involves a lot of trial and error, as I playtest the level repeatedly to ensure that it is both fun and challenging for the player.</image:caption>
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      <image:title>Taco: Hamster Hero - Next, I will sketch out a rough layout of the level on paper or in a 2D level editor, taking into account the flow of gameplay and the challenges that will be presented to the player.</image:title>
      <image:caption>This allows me to get a sense of the overall structure of the level and make any necessary adjustments before moving on to the more detailed stages of development.</image:caption>
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      <image:title>Taco: Hamster Hero - When I am satisfied with the gameplay flow on the level I start increasing the quality by adding visual assets that I’ve planned.</image:title>
      <image:caption>Throughout the process, I also pay close attention to aesthetics, lighting, and other visual elements to create an immersive and engaging experience for the player.</image:caption>
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      <image:title>Taco: Hamster Hero - As a level designer, my process for creating levels in Breakers World begins with a clear understanding of the gameplay mechanics and the goals of the level.</image:title>
      <image:caption>This helps me to determine the layout and design of the level, including the placement of enemies, traps, puzzles, and other interactive elements.</image:caption>
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