Ivan Cheremisov / Developer & Architect

I take ideas
to release

I build the whole product: client, backend, infrastructure, release.
18+ years in game development, every project shipped. Now I build my own games and apps — solo, with an AI pipeline.

Ivan Cheremisov

18+ years building games and software

With a publisher
I deliver the whole productthe publisher handles traffic, creatives and store presence
What I make
Casual and hyper-casual games, puzzles, word games, appsmobile, web, desktop
For a team
Lead / Senior · Unity / C++architecture, Shared Logic, tooling · Tbilisi
Experience
18+ years in game development, ~12 of them leading developersteams of 3 to 20+ people · products with up to 500M installs

01 / Own products

The whole product — solo, with an AI pipeline

Founder / Indie · since November 2025
I work with the publisher Evrika Games: I am responsible for the product; the publisher handles traffic, creatives and store presence.

Word Bubble: finding words of one categoryWord Bubble: a level with bubbles
App icon: Word Bubble Associations

Word Bubble Associations

Live

Word puzzle · iOS, Android · 2026

The whole product · one month from the first line to release

100K+
installs · 5.0 ratingGoogle Play ↗ · as of Oct 7, 2026
800+
levels in 9 languages
12 days
to the first TestFlight build
  • Built the game solo up to launch: mechanics, monetization, analytics. Since launch, the Evrika Games team has been developing it.
  • Produced 800+ levels and 15K+ words per language.
  • Set up an AI pipeline across the whole development cycle.
Stack
FlutterDartFlameForge2DPython
Focus areas
GameplayMonetizationCI/CDAI pipeline
Glofy: styles for AI photo shootsGlofy: black-and-white AI portraits
App icon: Glofy

Glofy

Paused · 2026

AI photo shoots and photo styling · iOS · 2025–2026

All engineering · from the client to infrastructure

9K+
downloads · 12 App Store versionsApp Store Connect · as of Sep 19, 2026
~6.5K
generations · 54 s median
~114K
lines of code in four parts
  • Built the Flutter app with subscriptions and ads.
  • Designed the server pipeline for photo and video generation.
  • Wrote bull-dozer, an open-source workflow orchestration library.
Stack
FlutterDartTypeScriptNestJSReactRedisPostgreSQLAWSPython
Focus areas
ArchitectureBackendCI/CDMonetizationAI pipeline

02 / Expertise

I help launch
and grow products

From the first architecture sketch to growing the product after launch.

01 / New product

Design
and ship

I choose the technology, design client and server, build the core systems and take the project to release.

02 / Existing product

Understand
and improve

I work with legacy code, profile and optimize performance, and evolve game mechanics and tooling.

03 / Team

Organize
development

I plan the work, run code reviews, help hire and grow the team, and set up builds and CI/CD.

How I work

From the right question
to a working solution

Every step ends with a clear result and a basis for the next decision.

  1. 01

    Understand the problem

    Clarify who the product is for, what problem we solve and what the constraints are.

    Output: goal and success criteria
  2. 02

    Choose the solution

    Compare options, test risky assumptions and define the scope of the first version.

    Output: plan, architecture, prototype
  3. 03

    Build in increments

    Split the work into verifiable changes. Bring in the team, AI and automation where they help.

    Output: working builds to review
  4. 04

    Verify quality

    Review the code, test scenarios and integrations, find bugs and performance bottlenecks.

    Output: a verified build
  5. 05

    Release and iterate

    Prepare the release, collect feedback and decide what to improve next.

    Output: release and next priorities

AI in the workflow

Test ideas faster,
make decisions deliberately

In my own products I run development with AI agents across the whole cycle: from task framing and code to art, music and release routine. I work with Claude Code, Codex, local and generative models. I organize the workflow and stay accountable for the final decision.

Task contextSmall changesReview and verification
Own products: Word Bubble and Glofy ↗

Leadership

~12 years of leading
developers

  • Every project I have worked on was taken to release.
  • 5–6 developers grew into seniors and leads on my teams.
  • Former colleagues invited me to follow them to Lategame Studio; I keep good working relationships with all my past managers.

Involved in hiring since 2011: hired 20+ developers, client and server.

03 / Game development

Companies, projects, my contribution

Product teams from PC strategy games to mobile free-to-play.

Playrix

Senior Programmer

December 2024 — November 2025Full-time · Tbilisi · Hybrid

A year in one of the world's largest mobile productions: C++ and an in-house engine after ten-plus years of Unity and AS3. Left to build my own products.

Gardenscapes

Live

Story-driven match-3 with garden renovation · iOS, Android

Senior Programmer · live product development

500M+
installsGoogle Play ↗ · as of Sep 22, 2026
13M+
Google Play reviews
3–5
programmers on the team
  • Migrated game events from legacy code to the studio's new platform.
  • Wrote Python tools for migrating event configs.
  • Fixed bugs, integrated art and animations.
Stack
C++Python
Focus areas
Legacy codeGameplayTooling

Lategame Studio

Senior Unity Team Lead

September 2022 — August 2024Full-time · Tbilisi · Remote

A new project from scratch to launch: architecture of the Unity client and the logic shared by client and server, plus the client team. Former colleagues invited me to the studio.

Thesia: Isekai World

Released

Anime-style team battler with RPG elements · iOS, Android

Senior Unity Team Lead · from scratch to release

10K+
installsGoogle Play · as of Sep 18, 2026
~5
people on my client team
~2 years
from the start of development to launch
  • Designed Shared Logic: one codebase for client and server.
  • Led the client team: architecture, planning, code review.
  • Built a bot that plays through the game, plus game-design tools.
Stack
UnityC#
Focus areas
ArchitectureTeam LeadShared LogicTooling

Playkot

Senior Software Developer · Team Lead · System Architect

June 2010 — August 202212 years · Saint Petersburg

Over 12 years the company grew from ~10 to ~300 people, and I grew from Club Life's only programmer to architect. Launched four games — Warzone had 3.2M players on VK alone — and created the framework for the studio's next projects.

More about my work at Playkot →
  1. Lead Developer / ArchitectRiverside · 2020
  2. Unity R&Dprototypes of new games
  3. Lead Developer / ArchitectTropic Storm · 2015
  4. Lead DeveloperWarzone · 2011
  5. Senior Developer → LeadClub Life · 2010

Riverside

Closed · 2024

City-building and farming sim · iOS, Android, Huawei · 2020–2024

Lead Developer / Architect · from scratch to release

500K+
Google Play installs · 4.4 ratingAppBrain ↗
20+
people on the project team
5
client programmers including me
  • Designed Shared Logic for the client, server and admin panel.
  • Led client development and monthly releases.
  • Built the map editor, admin panel and CI.
Stack
UnityC#
Focus areas
ArchitectureTeam LeadShared LogicToolingCI/CD

Tropic Storm

Closed · 2021

Real-time strategy with clans · VK, Odnoklassniki, Facebook · 2015–2021

Lead Developer / Architect · client and server

2.15M
playersPlaykot ↗
~200
units in a real-time Flash battle
5
developers: 3 client, 2 server
  • Built real-time combat in Flash: navmesh, Theta*, replays.
  • Owned the whole game's architecture, led client and server developers.
  • Built clans with a shared base and an editor for game designers.
Stack
ActionScript 3Flash
Focus areas
ArchitectureTeam LeadGameplayToolingOptimization

Warzone

Closed · 2017

Turn-based strategy · VK, Odnoklassniki, Facebook · 2011–2017

Lead Developer · from scratch to release

1.6M
players in two months after releasePlaykot ↗
~10
people on the project team
5
developers: 4 client, 1 server
  • Led development from day one to launch.
  • Grew the Club Life framework into a base for strategy games.
  • Built the editor for quests, maps and localization.
Stack
ActionScript 3Flash
Focus areas
ArchitectureTeam LeadToolingCI/CD

Club Life

Closed

Nightclub sim · VK, Odnoklassniki · 2010

Senior Developer → Lead Developer · from scratch

2.3M
players in the first monthPlaykot ↗
500K
daily playersDTF ↗
~3 months
from start to launch
  • Started the game from scratch as the only client programmer.
  • Together with the server developer, handled explosive load growth.
  • Created the framework for the studio's next projects.
Stack
ActionScript 3Flash
Focus areas
ArchitectureTeam LeadGameplayOptimization

1C:Ino-Co

C++ Developer / C# Developer

May 2008 — April 2010Full-time · Krasnodar

PC strategy games published by Paradox Interactive. Took Majesty 2 to release and worked on the early version of the game later released as Warlock. Credited as Ivan Cheremisov.

Majesty 2: The Fantasy Kingdom Sim

On Steam

Indirect-control strategy · PC · published by Paradox Interactive · 2009

C++ / C# Developer · from mid-development to release

72
Metacritic
1.3K+
reviewsSteam ↗ · as of Sep 22, 2026
~10
developers on the team
  • Took the project to release as one of the last two developers.
  • Developed the game UI, fixed multiplayer bugs and memory leaks.
  • Set up CI and the installer build.
Stack
C++C#
Focus areas
UIToolingCI/CDOptimization

Warlock: Master of the Arcane

On Steam

Turn-based hex strategy · PC · published by Paradox Interactive · 2012

C++ / C# Developer · early development

86%
positive reviewsSteam ↗ · as of Sep 22, 2026
2.6K+
Steam reviews
3
developers on the team
  • Wrote game logic, hero movement and UI for the early version.
  • Worked on C# tools for game designers.
Stack
C++C#
Focus areas
GameplayTooling

Education

Physics · Kuban State University

2003–2008 · Crystallography and solid-state physics

Management · Saint Petersburg University of Management and Economics

2011–2013 · Master's degree

04 / Let's talk

Your next
project —
drop me a line

For a publisher — I build the whole product. For a studio — Lead / Senior, Unity / C++. Write to me by email, Telegram or LinkedIn.

Other social networks

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