testcases.kozorezov.dev · Voodoo Playable Chapter

Aleksei Kozorezov

About

I have spent the last 8 years building, shipping, and scaling mobile games and technical platforms across titles with up to 300k DAU and 500M+ downloads (Hero Wars: Alliance, World Series of Poker, Solitaire Grand Harvest, Combat Quest).

My work sits between creative execution and engineering scale. I have built 0-to-1 cross-functional teams of 20+ contributors (game designers, technical artists, developers, QA), designed modular templates so designers can ship variations without waiting on code, and optimized client performance to lift early funnel metrics (−40% load time and +5% D1 retention on WSOP).

Open Exercise 1: Playable Deconstruction & Modified Builds →

Why Playable Chapter at Voodoo

  • Self-serve production pipelines: Built modular game templates at ChillBase and Silverfox Games that let designers and artists configure, balance, and ship new levels and variations without engineering bottlenecks.
  • Funnel and load-time optimization: Cut startup loading time by 40% (from 70s to 40s) on Playtika's World Series of Poker, lifting D1 retention by 5%.
  • Cross-studio technical leadership: Drove zero-downtime HTTP/2 adoption across 50+ developers at Playtika and championed native HTTP/2 support directly with Unity into the official Unity 6.3 release.
  • AI-assisted production velocity: Shipped automated AI review gates and internal tooling at Nexters that increased squad delivery speed by 25% and cut $3,000+/month in third-party API spend.

Shipped Games

Experience

02/2023 – 2026

Barcelona, Remote

Nexters

Engineering Manager & Technical Product Manager

Flagship mobile RPG Hero Wars: Alliance (300k DAU, 500M+ downloads).

  • Accelerated squad delivery velocity by 25% and eliminated release regressions by introducing automated AI-assisted PR review gates in CI/CD.
  • Cut third-party translation API spend by $3,000+/month with zero message lag by shipping an in-house translation microservice with local ML language detection and multi-level caching.
  • Sustained a 99% SLA at 1,000 RPS during live clan wars and coached engineers through 1:1s, promoting a backend engineer into a Lead role.

03/2021 – 01/2023

Barcelona, Remote

Playtika

Engineering Lead & Platform Product Manager

World Series of Poker (WSOP, #1 grossing casino) and Solitaire Grand Harvest (100k+ DAU).

  • Cut startup load times by 40% (70s down to 40s) and lifted D1 retention by 5% on WSOP by redesigning asset loading into an asynchronous pipeline.
  • Directed a zero-downtime HTTP/2 migration across 50+ engineers and 3,000 monthly commits, and drove native HTTP/2 adoption into the official Unity 6.3 engine release.

03/2020 – 02/2021

Remote

Silverfox Games

Co-Founder, CTO & Head of Product

Tactical multiplayer strategy Magic Battle Arena ($400K seed raised).

  • Built and led a cross-functional team of 20+ contributors across game design, 3D/2D art, animation, engineering, and QA from blank canvas to soft launch.
  • Validated core gameplay hooks prior to full production through weekly playtests and modular greybox builds.

07/2018 – 11/2020

Remote

ChillBase

Technical Project Lead

Roguelike archer RPG Combat Quest (1M+ downloads, 20k DAU).

  • Designed end-to-end content pipelines that let game designers and technical artists assemble, balance, and test levels without waiting on programmers.
  • Guided gameplay feel and early funnel tuning to reach 32% D1 and 12% D7 retention at soft launch.