GAME DESIGNER
Tsotne Pavliashvili
I'm Tsotne Pavliashvili, a Senior/Lead Game Designer from Georgia with a strong background in AAA and indie development. I specialize in game ideation, progression systems, and worldbuilding—crafting immersive experiences from concept to execution.
MY PORTFOLIO
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Third Person Shooter

VIGILANCER 2099
Senior Game Designer
Vigilancer is one of the biggest cyberpunk titles, where players take on the role of a bounty hunter. The game takes place in an alternate universe where AI has taken control. Vigilancers are the highest-ranking bounty hunters, relentlessly hunting their prey. Vigilancer already has over 120,000 wishlisters on Steam.
To summarize, my experience with Vigilancer involved:
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Contributed to the worldbuilding and narrative pillars of a dystopian universe.
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Designed and iterated on bounty hunting mechanics.
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Wrote a comprehensive Game Design Document (GDD).
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Played a key role in defining the player experience, including combat flow and enemy behavior.
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Provided documentation and prototypes to support early pitch materials.
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Led the creation of core gameplay loops, mission structure, and early progression systems
02
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Rogue like - 2.5D

Psyko
Senior Game Designer
Psyko is a narrative-driven, story-rich roguelike game that combines unique beat-'em-up and GunFu gameplay styles. The game is set in a cyberpunk universe with a deep and rich storyline where nobody is inherently good. The player's mindset and decisions shape their character's identity. It offers a fast-paced, fun gameplay experience with unique and challenging boss fights
To summarize, my experience with Psyko involved:
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Creating essential documents for the team
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Developed a full storyline and created a storyboard.
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Wrote a comprehensive Game Design Document (GDD) for every aspect of the game.
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Designed various enemy characters and bosses.
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Prepared the data structure for NPCs.
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Developed combat and in-game economic designs.
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Created and presented ideas through presentations to the team.
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Prepared documentation for development and detailed each scope for every phase.
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Organized tasks and distributed them among the team.
03
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UGC oriented Mobile Platform

Lead Game Designer
Inverse is a social gaming platform that enables you to design and enjoy games with your friends. It's user-friendly, requiring no coding skills, and boasts a 3D game engine with an intuitive drag-and-drop system. You have the freedom to craft various game types, release your creations, and cultivate a dedicated following. Inverse serves as a dynamic social hub for both gamers and game creators, offering boundless opportunities for creativity and community engagement.
In my role as the lead game designer, I have overseen the development of level and content editors, formulated the algorithm for the activity feed, established the structure for first-time user experience (FTU) and tutorials, devised the game and creator economy, and tackled the complex challenge of creating controls suitable for mobile devices.
To summarize, my experience with Inverse involved:
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Creating essential documents for the team
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Preparing Mocaps for UI/UX artists
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Creating game and creators' economy
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present my design ideas to the team
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Preparing slide shows, Figma files, and others to visualize my ideas
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Split the tasks into deliverables and assign deadlines to the team members
04
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FIRST-PERSON SHOOTER

Game Lead and Lead Game Designer
Since day one, I have been an integral part of the Meta Nemesis team as both the Game Lead and Game Design Lead. My responsibilities included creating all essential documents for the team, such as character descriptions, and collaborating closely with all departments of game development. Additionally, I played a significant role in pitching the game to investors, creating layouts, and balancing game maps.
Other key tasks I managed included level blockout for all six locations, level decoration, and spawn point placement. I also created a comprehensive GDD and monitored the full team of game developers. In addition, I conceptualized the visuals and pitched game ideas to ensure the project's success.
To summarize, my experience with Meta Nemesis involved:
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Creating essential documents for the team, including character descriptions
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Working closely with all departments of game development
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Pitching the game to investors
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Creating layouts and balancing game maps
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Managing level blockout, level decoration, and spawn point placement
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Developing a comprehensive GDD and monitoring the full team of game developers
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Conceptualizing the visuals and pitching game ideas to ensure project success
05
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Puzzle Game

Game Designer
I had the pleasure of joining Arena Master's team during the game's development process. My primary responsibility was to infuse the game with more energy and fun gameplay, while also coming up with interesting gameplay mechanics and improving the UI system to make it more customer-friendly. Additionally, my biggest task was to balance the skills of the game's various characters.
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Rewriting the GDD for game development
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Changing the UI to better fit the game
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Balancing the heroes
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Creating interesting gameplay mechanics
06
First Person Shooter

Lead Game & Level Designer
From almost day one, I have been a part of the Meta Lands team. Gathering all the ideas about the game from the founders, I conceptualized them into one comprehensive GDD document. My primary responsibility was to work alongside 3D modelers, and art directors, and lead game developers to achieve our goals correctly. This included laying out, greyboxing, and finalizing game scenes, resulting in the creation of six unique game environments. Additionally, I created a new game mode called "Progressive Death Match," which combines elements of battle royale and team death match. Moreover, I had the privilege of hosting several AMAs with the community to answer their questions and provide valuable insights into the game's development process.
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Conceptualizing and laying out environments
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Greyboxing environments for 3D modeler
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Creating lighting and post-processing effects
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Polishing gameplay mechanics
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Writing the GDD for the game development team