A with to build on,
we offer while taking of our work seriously
— bringing together that's .

Mitko Prodanov

Senior Gameplay Engineer

Game Systems

Platform

Process

Tech

In the games industry since 2009

MSc Computer Engineering, BUTE

Hobbies

  • Paragliding — both solo and as a tandem pilot
  • Formerly speedcubing, held multiple national records for a while
  • Studied the game of go, up to 1 dan
  • Board games and table football

Ádám Nemesházi

Senior Game Designer

Design

Game Systems

Platform

Process

Tech

In the games industry since 2004

BSc Business Informatics, Corvinus

Hobbies

  • Began creating custom maps at the age of 12 for popular titles of the era (Doom II, Duke Nukem 3D, Age of Empires II, Warcraft III)
  • Designing, prototyping, and playtesting two original board games
  • Gardening and growing edible plants
  • Active player of video games and board games
  • Science fiction book enthusiast (classic & modern)
  • Interest in horror films and video games (atmosphere & narrative design)

Timeline

2008

Ericsson Hungary

Professional Consultant — backbone network traffic analysis in C.

2009

Black Hole Entertainment

Armies of Exigo

Real-time strategy game with asymmetric factions and two-level scenarios

Won a Warcraft III level design competition organized by Black Hole Entertainment, leading to a position as Level Designer. Designed complex scripted campaign scenarios, architected fair, highly-balanced multiplayer maps, and contributed to the game’s proprietary level and script editor.

Armies of Exigo

Real-time strategy game with asymmetric factions and two-level scenarios

  • Level Design
  • Balance
  • DevTools
  • Proprietary Engine
Warhammer: Mark of Chaos & Battle March

Real-time tactics game set in the Warhammer universe

During the development of the game and its expansion, created dozens of complex scripted single-player campaign scenarios with quests, and multiplayer maps. Co-designed the siege game mode in partnership with an AI programmer.

Warhammer: Mark of Chaos & Battle March

Real-time tactics game set in the Warhammer universe

  • Systems Design
  • Level Design
  • IP-Critical Design
  • Navigation
  • AI
  • DevTools
  • Proprietary Engine
2012

Black Hole Entertainment

Might & Magic: Heroes VI

Turn-based fantasy strategy-RPG combining exploration, army management, hero progression, and tactical combat

Built the campaign AI framework with Ádám to create believable, natural-feeling enemy behavior while following the campaign’s narrative flow. Implemented the tutorial system, hero abilities, spells, units, boss encounters, the end-game screen, and numerous other gameplay, AI, and UI features. Developing a genetic-algorithm prototype for finding efficient resource-gathering routes helped me earn a permanent position at the company.

Co-developed the campaign AI framework with Mitko that let level designers shape enemy behavior in line with narrative pacing and player progression, as well as the tutorial system, the end game screen, hero abilities, spells, units & boss encounters. Also proposed innovations that led to a promotion to Senior Game Designer, and designed UI, combat-arena randomization, 5 campaign levels, several multiplayer maps, and 280 combat maps.

Might & Magic: Heroes VI

Turn-based fantasy strategy-RPG combining exploration, army management, hero progression, and tactical combat

  • Systems Design
  • Level Design
  • IP-Critical Design
  • Narrative Design
  • Balance
  • Gameplay
  • Ability
  • Encounter
  • AI
  • Progression
  • UI
  • DevTools
  • Proprietary Engine
2021

Primal Game Studio

Supernova

Supernova takes an innovative approach to the multiplayer online battle arena (MOBA) genre by adding real-time strategy (RTS) elements and promises an exciting science fiction setting with vast potential

Built a large-scale crowd movement and navigation system coordinating diverse waves of AI-controlled armies. Co-developed the custom status-effect system and implemented multiple heroes with complete ability kits.

Designed alongside Mitko on that same wave army movement, status-effects, in-game tech-tree systems, and the commander abilities. Also contributed to the metagame progression system.

Supernova

Supernova takes an innovative approach to the multiplayer online battle arena (MOBA) genre by adding real-time strategy (RTS) elements and promises an exciting science fiction setting with vast potential

  • Systems Design
  • Gameplay
  • Ability
  • Navigation
  • AI
  • Progression
  • Metagame
  • UI
  • DevTools
  • Proprietary Engine
League of Legends Universe

Primal Game Studio partnered with Riot Games on the co-development of an unannounced project

Part of the team supporting products in the League of Legends universe, developing robust systems that enable emergent gameplay in a procedurally generated environment.

Led a 5-year collaboration with Riot Games as Product Owner, bridging communication, product vision, and workflows between Primal Game Studio and Riot’s development teams. Navigated IP-critical design spaces and anchored development around core design pillars, driving systems focused on procedural generation, system synergies, emergent gameplay, intrinsic learning, and information transparency.

League of Legends Universe

Primal Game Studio partnered with Riot Games on the co-development of an unannounced project

  • Systems Design
  • Level Design
  • UX Design
  • IP-Critical Design
  • Balance
  • Gameplay
  • Ability
  • Encounter
  • Progression
  • Metagame
  • UI
  • DevTools
  • Proprietary Engine
  • Co-dev Teams
Around

A beautiful journey into the realm of forgotten memories, Around is a hand-drawn point-and-click adventure game

Lead Programmer, guiding the project through to its early MVP stage. As the first and initially sole programmer, explored how far we could push the hand-drawn art in a narrative point-and-click game more serious than it might first appear.

Served as Lead Game Designer, utilizing Unreal Engine 4 Blueprint scripting and consulting with psychiatric experts to ensure an authentic portrayal of mental health, while collaborating closely with writers and programmers to shape the creative vision.

Around

A beautiful journey into the realm of forgotten memories, Around is a hand-drawn point-and-click adventure game

  • Systems Design
  • Level Design
  • UX Design
  • Narrative Design
  • Puzzle Design
  • Gameplay
  • UI
  • Visuals
  • Unreal Engine
  • Prototyping
  • Playtesting
  • Unreal GameSync
  • Blueprint Scripting
MMO Microservices Rework

Reworked a monolithic MMO server into microservices, Agile-driven

Part of a Swedish team reworking a live-service MMO’s monolithic game server into a microservice-oriented one — while gaining experience with modern, forward-oriented Agile practices.

MMO Microservices Rework

Reworked a monolithic MMO server into microservices, Agile-driven

  • Gameplay
  • Proprietary Engine
  • Co-dev Teams
  • Agile
  • Microservices
Beasts of Brawlia

Fun-oriented local and online arena brawler, where competition will create and destroy friendships

Won an in-house game pitch contest and served as Lead Game Designer, directing the development of the fun-oriented online/local arena brawler.

Beasts of Brawlia

Fun-oriented local and online arena brawler, where competition will create and destroy friendships

  • Systems Design
  • Level Design
  • UX Design
  • Balance
  • Ability
  • UI
  • Unreal Engine
  • Prototyping
  • Playtesting
  • Blueprint Scripting
2022 – PresentMentor Game Studio
2023

Flying Wild Hog

Space Punks

Humorous, comic-style sci-fi online co-op action RPG built around fast-paced combat and synergizing character abilities

Joined the development of Space Punks, built an online leaderboard using Epic Online Services, supported procedurally generated missions, gained experience with GAS, and worked on many other gameplay features.

Space Punks

Humorous, comic-style sci-fi online co-op action RPG built around fast-paced combat and synergizing character abilities

  • Gameplay
  • Ability
  • Unreal Engine
  • Co-dev Teams
  • Unreal GAS
  • Unreal EQS
  • EOS
2025

Imagic Labs

Imagic App

Innovative mobile image-gallery startup product

Took a detour into an image/gallery-based startup product to branch into mobile development and bring usable Clean Code principles into my day-to-day repertoire.

Imagic App

Innovative mobile image-gallery startup product

  • Co-dev Teams
  • Mobile Development
  • Clean Code
2026

Kreator Studios

Heart of Darkness

Hardcore first-person shooter with ultra-high realism, PvP and PvE

Guided an original pitch through to a playable prototype as Senior Developer, establishing the project’s networking foundations and core gameplay systems while introducing Unreal GameSync to support team collaboration.

Heart of Darkness

Hardcore first-person shooter with ultra-high realism, PvP and PvE

  • Gameplay
  • Ability
  • UI
  • Network
  • Unreal Engine
  • Co-dev Teams
  • Prototyping
  • Unreal GameSync
  • Blueprint Scripting
2025

Primal Game Studio

Mandragora: Whispers of the Witch Tree

Challenging 2.5D side-scroller action-RPG with Soulslike depth

Joined the Mandragora: Whispers of the Witch Tree team, carrying on with Primal Game Studio as the project moved toward its final development phase. Contributed to UI/UX design, enemy and boss encounters, player abilities, and talent tree systems during the final 3 years.

Mandragora: Whispers of the Witch Tree

Challenging 2.5D side-scroller action-RPG with Soulslike depth

  • Systems Design
  • UX Design
  • Ability
  • Encounter
  • Progression
  • UI
  • Unreal Engine
  • Blueprint Scripting

Personal Project

Hypha: The Wood Wide Web

Network-building strategy board game, waging the underground territorial war of fungi

Designed from scratch; an original 2-4 player confrontational strategy board game. Currently in the final fine-tuning phase with a physical prototype, backed by 240+ playtest sessions focused on systemic balance, rule clarity, and UX. Next major milestone: upcoming Gamefound crowdfunding campaign.

Hypha: The Wood Wide Web

Network-building strategy board game, waging the underground territorial war of fungi

  • UX Design
  • Balance
  • Board Game Design
  • Board Game
  • Prototyping
  • Playtesting
Biobot

Tableau-building strategic card game with innovative systemic mechanics

An original card game designed and prototyped for the 2026 Qubit Spring Card Game Design Competition, winner of the Grand Prize among 33 professional and hobbyist entries. Biobot explores the symbiosis of organic tissue and robotics through a tableau-building system of transparent, stackable cards, praised for its innovative systemic mechanics and elegant, intuitive UX.

Biobot

Tableau-building strategic card game with innovative systemic mechanics

  • UX Design
  • Balance
  • Puzzle Design
  • Board Game Design
  • Board Game
  • Prototyping
  • Playtesting

Together Again

Reunited at Mentor Game Studio in 2026 to build a new original game together

Founded Mentor Game Studio to run international collaborations like Flying Wild Hog, then shifted focus to an original game project and a gameplay feature team of my own — including a stint at Kreator Studios — before reuniting with Ádám here in 2026.

Joined Mitko at Mentor Game Studio in 2026, building together again.

Original Game Project

Reunited at Mentor Game Studio in 2026 to build a new original game together

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