Andrew Belenkiy
Lead Game / Narrative / Quest Designer
In Game Development since 2019

Designing systems and stories players actually feel.

Game & systems design, quest and narrative ownership, worldbuilding and writing. From mobile interactive fiction to midcore MMORPGs.

200+ questsdesigned, written or reviewed end-to-end
600→35 pageslore condensed into a studio-wide Lore Bible
Teams of 5–8narrative & quest designers mentored and led

Snapshot

Game & Systems Design

Led Quest Design feature on an MMORPG, developing features such as Quest Mechanics, Quest Journal, Player Navigation from scratch. Coordinated Dev, UI and Content teams building a unified toolset, set up a clear workflow and oversaw design and implementation of 200+ quests with branching narrative and story.

Narrative & Quest Design

Increased narrative coherence and onboarding speed by turning ~600 pages of legacy lore into a 35-page Lore Bible used across departments, and by driving storylines that raised emotional stakes and player engagement across multiple titles.

Writing

Wrote and supervised interactive stories for mobile romance and detective games, from outlines to final scripts, and produced branching narratives and dialogue that improved retention and replayability in chat-based and visual novel-style projects.

Commercial projects

Shipped games

Mechanics and Systems Design

MMORPG Inventory (GDD)

Game design document for an MMO inventory system: item types, equipment slots, size-based layout, edge cases, and interactions with other systems (movement speed, encumbrance, economy).

Quest System (GDD)

Detailed description of quest logic and structure using Articy:Draft 3: flows, stages, conditions and export rules for integration with the game engine. (Russian-language GDD)

Player Navigation (GDD)

Quest marker and guidance system aimed at reducing “lost” states and improving onboarding, using clear signposting, map markers and progression visibility. (Russian-language GDD)

Playable

Narrative & Worldbuilding

Worldbuilding

Refined ~600 pages of pre-written lore into a 35-page Lore Bible powering quests, ingame books and community content; defined physics, geography, magic, history, factions and materials.

Sample: worldbuilding notes →

City-building: MMO Hub

Designed the main cross-faction hub and starting area; authored Area Summary templates to standardize briefs for Art, Level Design and Content teams.

Example brief →

Location Development

Zone strategy inspired by World of Warcraft-style biomes: worked with art to define strong visual identities and gameplay hooks per region.

Board example →

Writing & Branching Dialogue

Love and Duty

Romance during the Hundred Years’ War; historical interactive drama.

Tint of Iris (outline)

Murder of a perfume engineer in modern NYC; detective outline for a mobile interactive game.

Late to the Murder

Sherlock-style investigation in late-19th-century Moscow, based on novels by Boris Akunin.

Da Punk

Self-aware, tongue-in-cheek meta-script about interactive stories, set in 1970s London.

Personal projects

Concepts and pitch decks

Life Sim concept

Research and concept document exploring experimental narrative features for life simulator games.

Based on known IPs

Witcher 3 quest (CDPR test)

Quest built for The Witcher II in Red Engine in 2018. First venture in Game Design, a reference point for later work on guidance and UX.

Age of Empires II DLC concept

Concept GDD emulating a Chronicles-style DLC for AoE II: Definitive Edition, covering The Great Northern War between Russia and Sweden (XVIII century).

For fun

Fringe Earth — Campaign setting

Crypto-historical Earth with magic, fantasy species and time travel; a parody of conspiracy tropes and a love letter to world history.

Worldbuilding TTRPG

Fringe Earth — Short story

Standalone short story set in the Fringe Earth universe, reflecting on the Russian invasion of Ukraine through speculative fiction.

Short fiction Political themes

© Andrew Belenkiy. This page summarizes public, non-NDA portfolio highlights from commercial and personal projects.