Anastasiia Ermolaeva

Game developer based in Cologne

Profile Picture
gearstrand@gmail.com

Skills

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.

Degree

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!

Early prototype footage

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.

A web application for mobile platforms

As a student assistant at the NS-Dokumentationszentrum, I was part of the development team for their upcoming web project related to the exhibition Remote Island. I worked on several app features, including team management, a polling system, map integration, user customization. My main responsibilities involved implementing new features, integrating with the database (creating new entries, handling data retrieval and saving, parsing), developing a responsive UI, and working Adobe XD import. Throughout the project, I maintained clear and reusable systems to ensure smooth cooperation with the second programmer, following a strict structure that allowed consistent and easy data access.

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: 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.