Giorgi
Shelegia

Senior Technical Game Designer

Combat that feels right in the hands. Timing, weight and impact, tuned hit by hit in Unreal.

Riftveil, in engine

Combat feel, in motion

Open Riftveil: footage and design documents

Also built and shippedLive

Appmashenebeli

A home for games and indie tech made in Georgia: a directory in Georgian and English where creators post their own news and teams run playtests.

  • Bilingual directory. Games and startups made in Georgia, seeded from the Georgian Game Community catalogue, with every new listing reviewed before it goes live.
  • Playtesting built in. Teams open a build to testers with their own sign-up form, hand out keys, and sort feedback by area, with ratings and CSV export.
  • Built end to end. Accounts, uploads, comments and an admin review queue, running on Next.js and Cloudflare Workers.
Visit appmashenebeli.dev
Appmashenebeli home page in English: a directory of games and startups made in Georgia
Appmashenebeli on a phone, in Georgian
Experience 7 years across AAA, AA and mobile
Unreal Engine 5 Blueprints, Gameplay Ability System, State Trees
Teaching Professor of Game Design, University of Georgia
Speaker Digital Dragons 2025

Introduction

I design and build combat systems in Unreal Engine. Enemies, bosses, ability kits, and the frame level timing that decides whether a fight feels good or feels like nothing.

Right now I am at Flying Wild Hog on Tomb Raider: Legacy of Atlantis, owning enemy and boss work from concept through to functional. Before that, combat design on TearFallen at Chillchat, and systems work across mobile RPGs and shooters. I also teach game design at the University of Georgia, which keeps my explanations honest.

Most of the work below comes with the documentation behind it, because how I write a system down is most of how I design it.

Tomb Raider: Legacy of Atlantis Currently Tomb Raider: Legacy of Atlantis Senior Technical Game Designer, Flying Wild Hog Watch the trailer

Selected work · 8 projects

Shipped systems & design docs

Combat, abilities, weapons and economy work across shooter, action RPG and mobile. Each project links straight to the design documentation behind it.

Tomb Raider: Legacy of Atlantis release date trailer

Flying Wild Hog for Crystal Dynamics and Amazon Game Studios/ Unreal Engine 5/ Enemy & boss design/ 2025 to now

Tomb Raider: Legacy of Atlantis

Senior Technical Game Designer

  • Directed enemy and boss development from concept to functional
  • Built and iterated combat prototypes in UE5 Blueprints to validate mechanics fast
  • Owned technical and design documentation across design, animation and AI
  • Supported the team through daily technical and design problems
Action Combat design AI behaviour Gameplay Ability System State Trees Watch trailer
Riftveil gameplay: a knight mid-combat with purple ability effects and an in-world health bar

Co-op action RPG/ Unreal Engine/ 2023 to now

Riftveil

Combat design and game design document

A co-op action RPG built around combat feel. Every player carries two move sets, one from a weapon and one from a school of magic, and swaps between them.

Built RASF, a real-time adaptive scaling framework that reads player performance mid-encounter and adjusts enemy aggression and pacing rather than stat multipliers behind a difficulty menu.

Open the project: 4 clips and 6 documents
Unreal Engine ability shooter prototype: a character launching an ice ability in a greybox arena

Unreal Engine/ Blueprints/ Playable prototype

Ability Shooter Character Prototype

Character prototype & design

A full ability kit designed and built in blueprints, from the design intent through to a playable, testable character in engine.

Experience · 7 years

Studios & roles

2025

Flying Wild Hog

Senior Technical Game Designer, Tomb Raider: Legacy of Atlantis

Apr 2025 to now
2024

Chillchat

Senior Game Designer, TearFallen

Jul 2024 to Feb 2025
2023

Artteo

Senior Technical Game Designer, unannounced adventure title

May 2023 to Jul 2024
2022

Arena Games

Senior Game Designer, Heroes of Arena, Arena Master, Arcane Merge

Jun 2022 to May 2023
2019

Freelance

Technical Game Designer, Unreal Engine programming, mods and mentorship

2019 to 2022

Design lab · 21 documents

Design lab

Where the systems get worked out: the written documentation behind the projects, from combat flows to technical design and balance.

Documents

General game design and analysis

Design writing

Feature proposals and teardowns of shipped games, written the way I write for a team: the problem, the intent, and the mechanism that delivers it.

Events, teaching & personal achievements

Talks, teaching & wins

2025

Digital Dragons 2025

Pitched Riftveil, the first Georgian studio to present at the conference. Kraków

Speaker
2025

Professor of Game Design

University of Georgia, Tbilisi. Also game design instructor at Ilia State University

Teaching
200+

Young Scientists' Club of Georgia

Founded it, and taught game development free of charge to more than 200 students over three years

Founder
Game design masterclass, slide preview

How to Capture an Audience

Game design and development masterclass, Georgian Game Development Conference

Open
Game design video series, still frame

Game Design Video Series

Produced for a previous employer

Open
Tbilisi Digital Arena gamejam

Tbilisi Digital Arena Gamejam

Winner out of 40 teams

Winner
Game Dev Bootcamp Warsaw pitching competition

Game Dev Bootcamp, Warsaw

Pitching competition

Winner
2024

Digital Dragons

Attended, Kraków

Conference

Contact

Let's connect

Open to Senior Technical Game Designer and Game Designer roles.