GameRaccoon

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ARC Raiders (2024-now)

ARC Raiders is a multiplayer extraction adventure, set in a lethal future earth, ravaged by a mysterious mechanized threat known as ARC.

Developed by Embark Studios, released in October 2025, winning “Best Multiplayer” game award two months later, and then Steam’s “Most Innovative Gameplay” award the same year.

I work on the project as a gameplay programmer (C++ and AngelScript).

Website: arcraiders.com
Wikipedia page: wikipedia.org/wiki/ARC_Raiders



Minecraft (2020-2022, 2023-2024)

Minecraft is a sandbox video game developed by Mojang Studios.

I worked on the Bedrock version of the game as a consultant C++ gameplay programmer. I worked in the gameplay team on Caves and Cliffs (part 1 and 2), and Tricky Trials updates; developing features and doing technical improvements to the engine.

Website: minecraft.net
Wikipedia page: wikipedia.org/wiki/Minecraft



Meowspace (2023)

A small game developed for Ludum Dare 54 by a team of 4 people over 2 days using Godot game engine. You play as a tiny cat who should dodge fingers pressing on the space bar.

Event page: ldjam.com/events/ludum-dare/54/meowspace
Play online: gameraccoon.itch.io/meowspace-post-jam



For Whom the Baa Tolls (2023)

A small game developed for Ludum Dare 52 by a team of 3 people over 3 days using Godot game engine. You play as a grim reaper collecting souls of sheep that are being attacked by wolves.

Event page: ldjam.com/events/ludum-dare/52/for-whom-the-baa-tolls
Play online: gameraccoon.itch.io/for-whom-the-baa-tolls



Candy Crush Saga (2022)

Candy Crush Saga is a match-3 game developed by King.

I worked with Candy Crush as a consultant C++ developer for a short period of 6 months.

Website: king.com/game/candycrush
Wikipedia page: wikipedia.org/wiki/Candy_Crush_Saga



Deep Down (2021)

A small game developed for Ludum Dare 48 by a team of 4 people over 3 days using Godot game engine. You play as a cultist who falls into an endless pit, your goal is to survive as long as you can by possessing other creatures or even objects.

Event page: ldjam.com/events/ludum-dare/48/deep-down-1
Play online: gameraccoon.itch.io/deep-down



Tom Clancy's Ghost Recon Frontline (2020)

Tom Clancy’s Ghost Recon Frontline is a free-to-play, tactical-action, massive PVP shooter grounded in the Ghost Recon universe. It features an advanced class system and a large set of tactical support tools allowing for complete freedom in strategic gameplay.

Developed by Ubisoft.

I worked on the game as a C++ gameplay programmer, mostly working on some of the meta-progression features.

Wikipedia page: wikipedia.org/wiki/Tom_Clancy's_Ghost_Recon_Frontline


Tom Clancy's Ghost Recon Breakpoint (2019-2020)

A sequel to Tom Clancy’s Ghost Recon Wildlands, an open world game taking place on a fictional island called Auroa. Unlike past games, there is no briefing of the mission and push the true survival experience to the test while overcoming the dangers on a remote island. Breakpoint was released on October 4th, 2019 for PC, PS4 and Xbox One.

Developed by Ubisoft, released in 2019.

I worked on the game as a C++ gameplay programmer. I was mostly working on UI and some of the meta-progression features.

Website: ubisoft.com/en-us/game/ghost-recon/breakpoint
Wikipedia page: wikipedia.org/wiki/Tom_Clancy's_Ghost_Recon_Breakpoint



Stuck in VR (2020)

Stuck in VR is a 2D side-scroller platformer with one-button controls. Developed for an internal company game jam over 2 days by a team of 4 people using Godot game engine.

Windows version: gameraccoon.itch.io/stuck-in-vr?secret=tUfSmxC7x4EK24aPaUjFdwI
Play online (can be a bit laggy): test.ruwhynot.com/projects/ubi-gamejam-2020



Borderline (2020)

Borderline is a horror first-person single-player shooter game developed over 7 days by a team of 4 people using UE4 game engine.

Game page: igorsgames.itch.io/borderline
Postmortem: gameraccoon.com/2020/03/borderline-postmortem



Cult War (2019)

A small puzzle game based on agar.io mechanics developed by a team of 6 people for Ludum Dare 45 in three days using LÖVE game engine.

Event page: ldjam.com/events/ludum-dare/45/cult-war
Play online (may be a bit laggy): test.ruwhynot.com/projects/ld45-cultwar



Life is Feudal (MMO, YO) (2018-2019)

Life is Feudal: MMO is a multiplayer sandbox RPG with survival aspects. Described as a “real life Medieval simulator MMO”, the game features a 21km x 21km world inspired by the cold regions of Northern Europe. Life is Feudal: MMO takes place in a realistic feudal setting where players work their way up from scavenging for materials and shelter to becoming a leader of a guild. The game features a crafting system, building features, and terraforming across the map - meaning players can build their own house and town anywhere in the world.

Developed by BitBox Ltd.

I worked on the game as a C++ programmer. I was working on various features: in-game chat, system for automatic transferring characters between regions, and more.

Website: lifeisfeudal.com
Steam page of MMO version: store.steampowered.com/app/700030
Steam page of YO version: store.steampowered.com/app/290080



Armored Warfare Assault (2016-2018)

A mobile tank PvP action shooter game developed by Pushkin Game Studio and released in February 2018.

I worked on the game as a programmer (C++, Unreal Blueprints).

Google Play page: play.google.com/store/apps/details?id=com.my.awa


Catsorbed (2017)

A simple and cute 2D platformer with puzzle elements that was made for Ludum Dare 38 in three days by a team of 6 people using LÖVE game engine.

Event page: ldjam.com/events/ludum-dare/38/catsorbed
Play online: test.ruwhynot.com/projects/ld38-catsorbed



Awake (2016)

A small 2D puzzle game based on the Minesweeper mechanics. The game was made over three days by a team of four people using Corona SDK (currently known as Solar2D) game engine.

Google Play page: play.google.com/store/apps/details?id=com.ruwhynot.awake


Gardenscapes (2014-2016)

A free-to-play game developed by Playrix and released in August 2016. It is available on iOS, Android, MacOS, Windows, and Facebook. The game combines simulation elements and traditional match-3 mechanics.

I worked on the game as a programmer (C++, Lua, python) from July 2014 to December 2016. I worked on many features, systems, developer tools, improvements for engine and infrastructure.

Website: playrix.com/games/gardenscapes
Google Play page: play.google.com/store/apps/details?id=com.playrix.gardenscapes
AppStore page: itunes.apple.com/ru/app/gardenscapes-new-acres/id1105855019
Facebook's 2016 Game of the Year: developers.facebook.com/blog/post/2016/12/21/2016-games-of-the-year



The We (2014)

A mobile real-time strategy game. The player gets a new secret organization cell and should develop it into a full-fledged network. Developed by a team of two people using Cocos2d-x game engine, though never finished.

Source code: github.com/gameraccoon/thewe


Hide and Seek (2013-now)

A 2D game prototype that at first was aiming to be a playground for experimenting with game AI, but in the end become a project to practice game engine development and tools development. Written in C++. Was rewritten from scratch at least once. As of 2023 uses SDL2 as the graphics library, custom ECS implementation, has external level editor, automatic tests that can play the game, and more other small nice things.

I still work on the project from time to time, mostly when I want to practice some new approach or have some ideas of technical improvements.

This prototype also branched into a project to play around with network programming: tank game.

Source code: github.com/gameraccoon/hide-and-seek


Infinity World (2011-2013)

A first-person single-player shooter with RPG mechanics. It was developed over almost two years in a small team of students and enthusiasts passionate about developing video games who I found either online or in my hometown, while studying in university myself. Unfortunately never finished (it was much bigger than we initially anticipated).

The main feature of the game was procedurally generated interiors and exteriors of buildings and a procedural stellar map.

I worked on this game as a programmer (Unreal Script, C++) and a producer.



D1FF (2013)

A 2D puzzle game where the player had to break into electronic locks by manipulating the values of the bits in the memory of the lock device. The player could modify the bits by applying bitwise logical operations (And, Or, and Xor) to chosen memory locations.

The game had two game modes: a chain of prepackaged levels and hacking a random lock. There is also presented an interactive tutorial explaining the gameplay mechanics through a chain of levels.

You could use one of two display modes: Classic, where the player would manipulate numeric values, and modern where the player manipulates the colored blocks and the value of the bits is determined by the brightness of these blocks. Includes a level editor.

I developed the game in C++ and made a limited version in Java.



NII-2012 (2011)

First-person single-player shooter. Developed by a team of 4 people in 4 months using Unreal Engine 3.5 technology.

According to the plot, as predicted “the end of the world” in 2012 the Earth was occupied by aliens. The protagonist is a fighter of a special forces squad. Their task is to find 3 artifacts, open a portal to the alien ship and get there. Throughout the level, the player encountered difficult armed enemies of different kinds.

I participated in the development as a 3D artist and level designer. During the development, I recreated the interiors of Norilsk Industrial Institute and created many of the props.



Labels vs Radicals (2010)

My first finished game. Developed as part of a university project called “Game Pack for Delphi”. I’ve also participated in the development of two other games from this pack.

In this game, you have to run away from aggressive squares, firing them with a semiautomatic gun and planting bombs. The hero has a stock of magazines for his gun with 30 rounds of ammunition each, as well as a few bombs. You can force-reload, and all ammo in abandoned magazines will be lost. To gain better scores you need to survive as long as possible.

If a square was not killed for a long time it starts to get more aggressive and moves faster. There are several levels of difficulty which affect the speed of the enemies and the damage they deal.