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coLoLrizer/README.md

โœจ Timur โ€” Game Designer / Systems Designer

I design and analyze game mechanics with a focus on combat identity, systemic clarity, and ability interaction.
My expertise lies in building abilities, classes, bosses, and progression loops for RPG, MMO, and action-driven games.


๐ŸŽฎ Design Focus

Ability & Combat Design

Interconnected abilities, resource mechanics, triggers, synergy patterns, and internal loops.

Systems & Progression

Archetypes, skill trees, branching upgrades, and long-term player pacing.

Content & Balance

Bosses, enemies, spells, weapons, and stat tuning within established systems (Wynncraft-style ecosystem).

Hitfeel & Pacing

Understanding of rhythms, timings, mobility windows, and encounter flow on a conceptual level.

Documentation

Clear GDD-style documents, redesign proposals, ability sheets, and structured breakdowns.


๐Ÿ“‚ Portfolio Highlights

Wynncraft Design Concepts

Ability redesigns, class expansions, and new systems for a live MMORPG.
๐Ÿ”— https://github.com/coLoLrizer/wynncraft-design-concepts

  • Telekinetic Class (Concept)
    Systemic class draft with three archetypes (Defender, Elementalist, Mindbreaker), unique resource logic and ability ideas.

  • Ritualist Rework
    Converts mask-swapping into a dynamic Ritual system with charge mechanics and timed activations.

  • Item Designs (Mythic/Fabled)
    Weapons with original Major IDs and identity-focused mechanics.


Original Game Design Work

๐Ÿ”— https://github.com/coLoLrizer/gamedesign-work

  • Crimson Witch โ€” Boss Design
    Fully structured 3-phase alchemist boss with potion RNG tables, escalating corruption states, and encounter flow.

  • Rise to Sun โ€” Concept
    Early-stage multiplayer arena idea with possession-based objectives and escalation loops.

  • Additional Concepts
    Dungeon sketches, match-3 hybrids, item systems, and D&D ability design.


๐ŸŒ Worldbuilding & Concept Seeds

Early-stage worldbuilding work that establishes theme, gameplay pillars, and visual identity for potential biomes/dungeons.

  • Crimson Witch Domain โ€” corrupted alchemy, crimson energy, potion hazards, ritual chambers.
  • Skyborne Isles (Concept Seed) โ€” floating celestial platforms, vertical traversal, and modular construct enemies.

๐Ÿ›  Skills & Tools

Design: Combat Systems, Ability Design, Boss Design, Itemization, RPG/MMO Mechanics
Tools: Markdown, GitHub, Trello, Google Docs, JSON logic
Strengths: Analytical thinking, structured documentation, iterative workflow


๐Ÿ“ซ Contact

Open for collaborations, test assignments, and roles focused on combat, ability, or system design.

Email: colorizer505@gmail.com
Discord: coLoLrizer

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