Welcome to the fun zone of my portfolio! šŸŽ‰

Here, you'll find a mix of tech wizardry, game development magic, and a dash of quirky creativity. I’m a Unity dev, project lead and professional problem-solver with a passion for turning wild ideas into polished, playable, and profitable realities.

Scroll, click, and explore! I’ve packed this page with everything you need to see what I can do—minus the coffee-fueled nights and endless bug fixes (you’re welcome).

Homa Games
2025

Coming Soon...

Exciting things are on the way!
Moved To Austria
2024

Bootcamp

In 2024, I moved to Vienna and joined 42 Vienna, a renowned coding bootcamp known for its innovative, project-based learning approach. During the intensive Piscine (the month-long entrance exam), I developed a strong foundation in Unix, Shell scripting, and C/C++ programming. This experience allowed me to deepen my understanding of low-level programming, memory management, and how computers work under the hood.Successfully completing the Piscine and gaining admission to 42 Vienna was a significant milestone, marking the start of my journey toward mastering system-level programming and strengthening my problem-solving skills in a collaborative, peer-driven environment.
2022 - 2024

Travel Duck

At Moon Active, I had the opportunity to leverage my experience while expanding my expertise. I practiced SOLID principles, conducted extensive unit testing, and followed Test-Driven Development (TDD). I further enhanced my skills in C# and Unity, deepening my knowledge in Dependency Injection and Continuous Integration (CI) build preparation. Additionally, I gained valuable management skills that enriched my technical background. Here are some of my highlight projects:

Hint System

Hint system
Developed a Hint system for the match-3 game Travel Duck, which required designing an algorithm to quickly analyze the game board and identify all possible moves. Key challenges included optimizing the board evaluation to locate moves efficiently and creating a hint display using reusable particle effects that adapt dynamically to various tile combination shapes. Exercising Unit Testing was crucial here to ensure that changes and improvements to the pattern recognition logic didn't disrupt other potential move-search cases.

"A cool, kind and a very involved developer! Was a pure joy to work with. He is always in a search for a better solutions, very accurate and specific to details. 100% recommend - its a gem you will glad to work with! <3"

Oleksiy, Unity Tech Lead

Travel Pass

Travel Pass
Led the technical planning and development of the Travel Pass monetization feature, ensuring both scalability and seamless integration with live ops. I established a technical preparation workflow by introducing Event Storming, mapping events to use cases, and creating user stories following INVEST principles.

Prepared comprehensive technical documentation, including sequence diagrams, to support the team’s understanding, and coordinated sprint planning with a user story map. Serving as a central communication person, collaborated closely with the product team to clarify requirements and resolve ambiguities.
ā€
Key Ā Challenges:
- Delivering the feature within the estimated timeline.
- Leading detailed technical planning and facilitating effective cross-team collaboration.
- Implementing a new event-based communication system between client and backend.
- Collaborating closely with technical artists, backend, and Unity developers to identify and resolve technical challenges, optimizing internal tools and enhancing workflows across departments.

"Nick is simply one of the best developers I have met in my career. He is responsible and reliable, and he was incredibly helpful during my onboarding at Moon Active. One very important quality about Nick is that he is a proactive developer—you can always count on him to raise and solve key issues during the development process. From a developer's point of view, Nick has excellent soft and hard skills that every developer should possess."

Mykhailo, Unity Developer

Masters Defence
2023

Autonomous Transportation Simulation

Master's degree research focused on validating the theory that autonomous cars can enhance urban transportation and safety. To test this, Unity and Python with ML agents were used to simulate autonomous vehicles in a realistic urban environment. This simulation allowed for an in-depth exploration of the potential of autonomous cars to improve transportation efficiency and safety in complex city environments.
2019 - 2022

Traffic Puzzle

The shift to Traffic Puzzle was an unexpected move by the company, and we had to quickly adapt to tackle its unique challenges. One of the biggest issues was the remote configuration system, which was in poor shape. I was entrusted with the responsibility of addressing this, and although it pushed me beyond my comfort zone, I was motivated to take it on.

Without much prior experience in this area, I relied heavily on team collaboration, reaching out frequently to learn every detail necessary to make it work. In the end, I was able to present a full workflow proposal that outlined the steps needed for the project’s success. The presentation was well-received, and I even managed to implement core functionalities with positive results. It was a challenging period that taught me a great deal and solidified my growth as a developer.- Worked on cross-functional teams to ensure the successful delivery of game updates and features in a live ops environment.

Nick is amazing to work with, and if you are a Product Manager, he is the best developer you can dream of. He possesses natural product thinking and empathy. During feature brainstorming sessions, Nick provides not only valuable developer feedback but also insights on improving player experience and feature design. He consistently pinpoints ways to enhance features from the player's perspective. Not to mention he is a very positive person and brings so much great energy to the team. Keep up your great work, Nick!

Stacy, Product Owner

#IT Hero

Alongside the hard work at Huuuge Games, I was selected to take part in the IT Hero campaign by No Fluff Jobs. And where did it all lead? A spot on billboards around Warsaw! šŸ‘€ 😊

Classic Domino

When I joined Huuuge Games in 2019, I was given the Dominoes project as a trial assignment. I’m incredibly proud of how it evolved—from a solo developer effort to a team of 20 working over two years. I still remember its first release on May 20, 2019! It was a challenging journey, especially with my initial relocation, but I’m so grateful for the entire learning experience. I was fortunate to work with an amazing team from whom I learned a great deal, and together, we were all deeply invested in making the project a success.

In the end, the project climbed into the top 10 charts for classic games, and for a time, we held the spot as the best Dominoes game on the market. It was incredibly rewarding to see our hard work pay off!

Nick is responsible for the implementation of visual features, so It's why I worked mostly with him from DevTeam. Nick is a professional, creative, and helpful colleague. He respects other times and always able to explains why something has to be done or prepared in a certain way. What I definitely want to learn from Nick, it's his approach at work and analytical skills. If I ask him to implement some changes, he always analyzes how it could affect the application, flow, or user experience. Even if some changes, could be rejected, he comes up with new ideas. So there's no situation "We cannot do it", rather "we can do it differently: variant 1/2/3". I can assume, that it's a pleasure to work with Nick, and he is the one who can inspire the whole team to perform better.

Tetiana, Art Director

Wheel of Fortune

In addition to Dominoes' core features, I developed an interactive Wheel of Fortune that added an extra layer of excitement to the game. A key challenge was dynamically resizing the wheel's segments to align perfectly with the designer's vision while bringing the animations to life in a visually appealing way. The result was an engaging, polished feature that added both fun and depth to the gameplay experience.

Game UI

Actively contributed to visual implementations, collaborating closely with artists to bring their desired visuals to life. Through this work, I gained an in-depth understanding of Unity Canvas and the processes involved in delivering appealing visuals. As a result, I developed nearly all screens for the Dominoes game

Nikoloz is a really hardworking person, he is very good at teaching and helping in the field of Unity. I am very thankful for his advices, he is always open and ready to help even with small silly questions, or to give advices how to make something faster and more comfortable. He is also very proactive and offers a lot of interesting ideas.

Marianna, Artist

Moved To Poland
2019

Conference

Attended the Game Industry Conference (GIC) in Poznan during my studies—a life-changing experience that marked my first close connection with the game industry. Meeting industry experts face-to-face was inspiring and affirming, fueling my passion for game development. This pivotal event also opened doors professionally, leading to a job offer from Huuuge Games after a memorable in-person meeting.

Student

Completed a semester at Politechnika Lubelska as part of the Erasmus exchange program, achieving straight 'A's in coursework. Gained advanced knowledge in computer science, with training focused on UX design, computer graphics, Java programming, and web development. This experience provided a solid foundation in both technical skills and collaborative, cross-cultural environments.
2018

Lecturer

Taught Unity Development Basics: Guided a class of up to 15 students through video tutorials, equipping them with essential Unity skills.Project Facilitator: Led students in creating their projects, fostering hands-on learning and practical application.
2017 - 2018

Hyper-Casual Games

Conceptualized and developed three published mobile games for Android and iOS. As this was my first experience with hyper-casual games, I was captivated by the creative freedom the genre offered, allowing imagination to set the limits. Working on these projects was incredibly fulfilling and enriched several aspects of my professional growth.

Stamp Machine

ā€Stamp Machine was my initial foray, where I took ownership to showcase appealing visuals within the limitations of hyper-casual games, especially given the power constraints of phones at the time. This required extensive profiling and creative ā€œillusion tricksā€ to achieve simple but engaging visuals. (Yes, they may be just cubes, but making those cubes look dynamic and adding realistic shadowing without real-time directional light was a rewarding challenge!)
We collaborated with the well-known hyper-casual company Voodoo, which served as the publisher for Stamp Machine.

Planetary Crush

ā€Planetary Crush pushed my visual skills even further. Inspired by the popular mechanics of 2048, we aimed to add an astronomical twist, where players start with asteroids and progress by combining them to create celestial bodies, ultimately reaching a black hole, with stops at the formation of Earth and the Sun along the way.

Domino Rush

Finally, Domino Rush was a uniquely creative challenge. Inspired by the simple joy of watching dominoes fall in sequence, I decided to add a twist: a domino ā€œrunnerā€ where players escape the cascading fall of dominoes while racing to the end of the map to reveal a pixel art image. The goal? To give purpose to the domino sequence while navigating obstacles—a natural gameplay mechanic discovered in an everyday observation!

VR Table Sports

This was my first venture into VR, and it was fascinating to dive into this new space—especially since VR foosball didn’t yet exist on the market. Based on videos and personal experiences, I worked to recreate the game’s mechanics in VR, which involved developing an AI opponent for single-player mode and integrating multiplayer functionality. I had to explore and learn various technologies to ensure smooth gameplay, making careful choices to optimize the experience.

Given VR’s dual-frame rendering for each eye and the limited device power at the time, optimization was crucial. The process involved handling memory carefully to keep performance seamless, and it taught me a lot about balancing technical demands with the immersive qualities of VR gameplay.
Bachelor Defence
2013 - 2017

Thesis: AI & Multiplayer Foosball

For my Bachelor’s thesis at SANGU, I developed a complex AI opponent for a Foosball game, aiming to simulate realistic gameplay and strategic decision-making. The project also included making the game multiplayer, backed by in-depth research into various multiplayer technologies to determine the best fit for different scenarios. Successfully defending this thesis was a highlight of my academic journey, demonstrating the challenges and intricacies of AI decision-making in competitive games.
2015-2016

Sort & Recycle

This project tackled the pressing issue of waste management and the importance of recycling. Developed under CENN, a regional development organization, the game aimed to raise awareness about sorting and recycling, making it accessible and engaging for all ages. Creating something with such a meaningful purpose was incredibly rewarding for me.
The game gained significant attention, earning us a spot on Georgia's Dilis Show (Morning Show) on GDS Television.

Winning Tbilisi Gamejam 2015 šŸ„‡

It also won the 2015 Tbilisi Gamejam, an honor that awarded us an all-access pass to Casual Connect in Amsterdam.

Space X

Inspired by real-life SpaceX missions, this game challenges players to successfully land a rocket. Designed specifically for kids, it combines fun gameplay with a bit of science. As the lead developer, I loved the creative process of building something both entertaining and educational for young minds.

Instructor

Delivered engaging lectures on Unity Basics to a class of up to 50 students. Supported their learning journey through video tutorials.
2015-2016

Monsters 360

Monsters 360 was my first dive into Unity after moving on from Adobe Flash, and I was immediately hooked! This fun project introduced me to essential Unity concepts, including object pooling, shaders, and scriptable objects. I also expanded my knowledge of C#, getting hands-on with delegates and events. It was an exciting, foundational experience that sparked my enthusiasm for Unity and game development.
Octappus
2014-2015

Opperation Balloons

Conceptualized the project and delivered the MVP by developing core mechanics and UI features.

Take a look at the incredible concept art for this game, crafted by our talented artists!

Fluffy Run

Designed and implemented UI features and menu mechanics using Adobe Flash.
2013-2014

Educational Games for Kids

Participated in designing and creation of educational games for the Ministry of Education in Georgia using Adobe Flash ActionScript 3.0 and the Starling Framework. These games were specifically tailored for elementary school students
Born in 1995
Glad you made it to the end! šŸŽ‰ If you liked what you saw or have any questions, let’s connect! Drop me a message via email or find me on LinkedIn—I'm always up for a chat about new projects, creative ideas, or collaborations. Looking forward to hearing from you!