Anastasiia Ermolaeva
Game developer based in Cologne

I have 4 years of experience with the Unity engine, working on a wide range of projects. Most of them were created during my studies, developed within seven weeks in collaboration with artists, programmers, and designers. Additionally, I have 1 year of industry experience, where I worked on a local multiplayer game and a web application for mobile platforms.
Currently pursuing a Game Development degree at Cologne Game Lab.
Studied Computer Science in Moscow State University.
I am very keen on making games and learning new softwares!
Team size: 8
Project time: 7 weeks
Genre: Puzzle adventure, psychological horror
Itch Page
As lead programmer, I created interaction systems where every object responded differently to players.
I built tools for fast puzzle prototyping, a narrative queue system for audio and cutscenes, and extended Unity’s UI with custom buttons.
To keep features from clashing, I implemented a central Game State Machine, which streamlined development and reduced debugging time.
I also wrote clear in-editor documentation to support designers and artists.
Team size: 3
Project time: 4 months
Genre: Visual novel / co-op installation
A side project at Spoonful, exhibited in a museum.
I created a custom Unity dialogue editor with branching-tree tools, making complex narrative authoring simple for non-programmers.
I also built a peer-to-peer networking system where devices auto-synced and loaded unique character routes, enabling up to five players to play in parallel.
The system was designed to be stable and effortless for museum staff to operate.
Team size: 6
Project time: 7 weeks
Genre: Puzzle adventure
Itch Page
I developed the project’s core systems, starting with a hybrid control scheme (point-and-click and gamepad/keyboard), later unified under NavMesh.
I designed modular camera controls, a flexible inventory system with JSON save/load, and a drag-and-drop UI.
To support designers, I built tools for rapid iteration and ensured smooth integration of mechanics into the non-Euclidean world.
Collaboration and toolmaking were central to my role throughout development.
Team size: 5
Project time: 7 weeks
Genre: Multiplayer asymmetrical horror
Together with another programmer, I developed a multiplayer horror game in Unreal Engine.
My focus was on gameplay and replication: I built systems for ammo collection, hit detection, and interactive objects synced across clients.
The core mechanic I implemented was a unique photo-based damage system, where shots dealt variable damage depending on bone hits and proximity.
Despite being new to the engine, we delivered a fully functional multiplayer experience in just a few weeks.