JULIAN MARINOFF

Game Designer / Technical Game Designer (Unity)
LinkedIn • Resume (pdf)Games
julian.marinoff@gmail.com • Location: Montreal, Canada

Skills

proficiencies

game design experience

[2022-Present] Barn Burner Games:
Founder / Game Designer & Technical Game Designer | Unity (C#)

Hex MVP development (2025-Present):

  • Conceived and designed Hex: Echoes of the First Curse, a real-time tactical PvE/PvP roguelite extraction RPG; defined pillars, core loop, progression, and combat decision-making.
  • Built a playable MVP in Unity (C#), taking features from prototype to implementation to iteration with a focus on clarity, feel, and player feedback.
  • Implemented multiplayer foundations with server-authoritative patterns using Unity Netcode for GameObjects; built network-safe state handling.
  • Integrated cloud persistence via Unity Cloud Save and data-driven systems for characters, inventory/equipment, and runtime state across sessions.
  • Set up a headless dedicated server workflow (build, host, client handoff) and debugged multiplayer constraints in real environments.
  • Ran closed playtests, triaged issues, and iterated on balance, UX, and stability.

Founding and pre-production (2022-2023):

  • Founded Barn Burner Games and defined product vision, pillars, and positioning (genre, audience, differentiation).
  • Built pre-production materials (pitch deck, design overview, scope roadmap) and conducted market/competitive research to refine priorities and messaging.
  • Recruited and evaluated collaborators/contractors, defined pipelines and role needs, and pursued funding/partnership outreach with iterative pitch refinements.
[2023-2024] GreenSky:
Game Designer (Prototype and Narrative Lead to Level Design Lead)
  • Defined game pillars and led early prototype development: established core mechanics, success criteria, and iteration plans to reach a validated playable loop.
  • Owned narrative direction during prototyping (world, characters, structure) and translated story goals into gameplay moments and content needs.
  • Partnered with the team to test and refine mechanics; incorporated playtest feedback into design adjustments and documentation.
  • Produced single-player and multiplayer levels with clear pacing, onboarding, and difficulty ramps; established level design guidelines and pipelines.
[2020-2021] Independent Project:
MMORPG Systems Prototype | PC
  • Authored a complete design documentation suite covering core loop, UI flow, progression, and content pillars.
  • Designed a multi-class combat system for PvE and PvP, including roles, ability kits, and balance rules.
  • Designed itemization, crafting, and a dual-currency economy with sources, sinks, and pacing; collaborated with an artist and junior developer to build a playable proof of concept.
[2019] Mazaii Gaming:
Lead Designer | Mobile (single-player tactical fantasy)
  • Owned overall design direction, aligning narrative, mechanics, and content into a cohesive player experience.
  • Led narrative development (story, storyboards) and partnered with art to maintain tone and consistency.
  • Designed and documented character classes, promotions, and ability kits with clear roles and progression goals.
  • Balanced difficulty curve and economy pacing; produced player-flow diagrams and managed gameplay UI/UX implementation.
[2015-2018] PCG:
Lead Designer and Team Lead | Mobile (multiplayer match-3)
  • Owned core game design: game flow, UX structure, and gameplay mechanics; produced clear documentation for engineering and art.
  • Designed and specified major systems including single-player progression, powerups, bosses, puzzle content, and multiplayer modes.
  • Designed and tuned a dual-currency economy; balanced earning sources, sinks, pacing, and progression.
  • Co-planned biweekly sprints with the CTO; created and assigned sprint tickets and led execution for a 10+ person team.
  • Built and iterated the tutorial/onboarding to improve player understanding and early progression.
  • Supported live operations with marketing; reviewed live data to identify issues and recommend design, UX, and economy adjustments.
  • Additional projects: Designed and documented a mobile multiplayer racing game; designed and led development of 12 hyper-casual mobile games.

interesting prior experience

[2011] Battle Castle:
Stunt Performer / Fight Choreography
  • Performed staged medieval combat for a History Channel production, coordinating timing, safety, and choreography with a stunt team under tight direction.

  • Featured on-screen in a principal physical-performance role (King Louis), delivering story beats through movement and presence (non-verbal acting).

[2009-'10] Mad Science:
Children's Edutainment
  • Delivered after-school programs and birthday events as “Professor Nebula,” leading interactive experiments and keeping groups engaged, safe, and on-schedule.

  • Simplified scientific concepts into fun, repeatable activities—strong practice in teaching, pacing, and audience-aware communication.

[2004-'05] Kativik School Board:
Activities Organizer/Coordinator
  • Planned and hosted weekly community events for Inuit post-secondary students and families, managing logistics (venues, schedules, coordination) and on-site facilitation.

  • Built participation through clear communication and reliable execution, creating welcoming social experiences for diverse groups.

Training

InterDec College:
Diploma/Certificate, Game Production (Unity & 3D Pipeline)
  • Focus: Unity workflows, visual scripting, and end-to-end 3D asset pipeline (modeling, texturing, rigging, animation).

affiliations

National Table Hockey League:
Former Player, Webmaster, Statistician & Board Member
American Philosophical Practitioners Association:
Frequent Staff, Lifetime Auxiliary Member
Fires of Heaven:
Former Staff & Player
Aabahran, the Forsaken Lands:
Former Staff & Player
Aelisus Asunder:
Implementor & Player

spoken languages