Unannounced Project – Twirlbound
I am currently directing the next project of Twirlbound. I’m responsible for developing a game vision that aligns with the current company strategy. This includes the formulation of the high-level goals and targets for the core gameplay, themes and narrative design for this upcoming title. My current duties revolve around the management of an ideation process as well as guiding and nurturing a talented team towards delivering a product of great quality that ships within a very ambitious timeframe.
Responsibilities: Game Direction, Game Design, Prototyping, Worldbuilding, Narrative Design. Tools: Miro, Jira, Unity, Houdini.
The Knightling – Twirlbound
The Knightling is the latest open-world action adventure title of Twirlbound. During the development time on the project I was leading a team of 5 designers. Additionally, I was responsible for the design and prototyping of the core gameplay features and loops, architecture of the main AI and questing toolsets as well as the quest and world design content of the game. Along my game design responsibilities I took on the development of a Houdini-based procedural worldbuidling pipeline for designers and artists to use. The workflow became a cornerstone for realizing a modern rich and colorful open-world environment.
Responsibilities: Game and systems design, Prototyping, Worldbuilding, Quest design, Procedural 3D Art, Team management. Tools: Unity, Houdini, Proprietary Tools.
Pine – Twirlbound
Pine was the pilot project for Twirlbound. Making an open-world action adventure was a massive ordeal for a core team of 7 fairly inexperienced developers. I came in the company with some AAA background and I could immediately help with bringing in good production practices and pipelines without which we would not have been able to ship the project. My core responsibilities revolved around the design and architecture of the main systems in the game - AI Behaviours, Faction and Settlements, Quest and Combat. Alongside those I was responsible for the bulk of quest and open-world content of the game.
Responsibilities: Game and systems design, AI systems design, Quest design, Worldbuilding, Tool design and architecture, Logic scripting and prototyping. Tools: Unity, Proprietary Tools.
Assassin’s Creed: Origins – The Curse of The Pharaohs DLC – Ubisoft
My time in Ubisoft was capped off by the release of Assassin’s Creed Origins: The Curse of the Pharaohs DLC. In collaboration with the writers and creative directors, I was responsible for a significant part of the Main Path of the DLC content. I took part of the ideation of the quest line along with the execution and maintenance of a significant portion of the quest content that shipped. The project was received quite well and celebrated by the fans of the franchise.
Responsibilities: Quest Design, Game Logic Scripting, Encounter Placement, Narrative Design. Tools: Proprietary Tools.
Assassin’s Creed: Origins – Ubisoft
During my initial period in the production team of AC: Origins, I worked as a world designer. My resposibilities included designing the road networks of the Kyrenaika region as well as various aspects of the living world for that territory.
Later on, I became part of the Quest Design Team, and was responsible for the development of the following side quests: The Flea of Cyrene, Carpe Diem, Halo of the Huntress.
Responsibilities: World Design, Quest Design, Game Logic Scripting, Encounter Placement, Living World. Tools: Proprietary Tools.
Horizon Zero Dawn – Guerrilla Games
During my internship at the World Team of Horizon Zero Dawn, I was working on the random encounters system of the game. My duties included the design and scripting of both combat and non–combat encounters. Furthermore, I was tasked with their placement on the world map and ensuring a balanced experience, whilst not colliding with quests and other open–world activities. The game was released in 2017 to critical acclaim.
Responsibilities: World Design, Game Logic Scripting, Encounter Placement, Encounter Set-up. Tools: Proprietary Tools, Maya.
Victor Vran: Overkill Edition – Haemimont Games
I joined Haemimont Games just before the release of Victor Vran. For the brief period at the studio I managed to create a level for the upcoming Overkill expansion. I was given a theme from the design team and had to take the level from concept block-out to the actual dressing and lighting passes. The Bedeviled Vault got released with the expansion, and can be viewed here.
Responsibilities: Level Design. Tools: Proprietary Tools, Photoshop.
Crest
Crest is a two player co–op game revolving around the theme of “waves”. The gameplay is tied to the concept of “tension and release”: periodically, there is a deadly impact, which the players survive by embracing, while dispersing allows them to solve the puzzles ahead. Done in 48 hours, the game won the audience award at the Breda Global Game Jam location.
Responsibilities: Level Design, Mechanics Design, Modeling, Rigging, Animation. Tools: Unity, Maya, Photoshop.
Switch up!
Switch up! is a fast paced 4–player action game done in 48 hours for the Global Game Jam 2015. The game reached the semi–finals for the Breda location and is surprisingly polished given the available time. The gameplay is incredibly volatile due to its ever changing rules. Every 45 seconds players have new teams and weapons to fight with. The project was received exceptionally well by the game community in Breda and future development is planned.
Responsibilities: Level Design, Mechanics Design, Particle Effects, 3D Modeling, Texturing. Tools: Unity, Maya, 3D–Coat, Photoshop.
Twirlbound Procedural Pipeline and Toolset
Over my time in Twirlbound I took on the creation of a worldbuilding pipeline that would allow the studio to execute the open-world nature of the studio’s games with much higher fidelity and flexibility. The toolset features multiple biomes support and employs a hybrid approach for data editing (manual and procedural). It interfaces with the Unity Engine and accommodates multiple people working together simultaneously. The toolset executes Terraforming, Watermesh generation, Foliage scattering, Gameplay Ingredient scattering components of the worldbuilding. It quickly became a driver for major level and game design decisions as it delivered on the goal of flexibility.
Responsibilities: Tool design, Pipeline design, Procedural systems design and implementation, Editor scripting. Tools: Houdini, Unity
Taj Mahal
During my summer internship at XS Software I was tasked with the creation of concept 3D assets. Those included the wonders of the world for their new game.
Responsibilities: 3D Modeling, Rendering. Tools: Maya, KeyShot.
Hanging Gardens of Babylon
The Hanging Gardens of Babylon were an interesting challenge at XS Software, as there are no real life references for this particular wonder. It became an interpretation which the studio adopted.
Responsibilities: 3D Modeling, Rendering. Tools: Maya, KeyShot.
Anatomy Study 1
This is one of my latest attempts for an anatomically correct study.
Responsibilities: 3D Sculpting, Anatomy Study. Tools: 3D–Coat, KeyShot.
Pillar Concept
I’m currently developing a first–person puzzle game where I’m the sole artist. This is a retopologised version of a pillar concept that’s going to be in the final game.
Responsibilities: 3D Sculpting, Retopology. Tools: 3D–Coat, KeyShot.
Hello, my name is Ilia! I’m a Bulgarian game director and designer currently based in Sofia, Bulgaria.
I have 10+ years of experience developing open-world action-adventure games both in AAA and AA environments. I love the ordeal, scale and promise of the genre. It keeps me sharp and always looking for new approaches and techniques on how to fulfil these experiences with more meaning and depth. That being said I’m no stranger to creating smaller and more personal projects.
Video games entered my life since very early childhood thanks to my older brother. This made the choice to turn my passion into a future craft only natural. When designing games and experiences I try to treat players time and attention with respect.
The moments away from work I like dedicating to my small children and family. They brought a whole new perspective and sense of responsibility in me, one that I believe shapes me professionally as well. Furthermore, I enjoy sports, cooking, dancing, and the occasional beers outside in the sunlight.















