Pavel Bezdornov

Game developer

Frontend developer

Pavel Bezdornov

Game developer

Frontend developer

Nethernite

  • Type of project: Commerce
  • Studio: Frozeneon

Project Overview: A large-scale, multiplayer browser-based MMO battler game. As one of the most expansive web titles in my portfolio, the project demanded the architecture of high-load, interactive interfaces paired with complex frontend business logic rarely seen in traditional web applications. The primary milestones involved engineering deep social features and migrating an inherently desktop game engine into a responsive mobile and tablet ecosystem.

Key Technical Solutions & Engineering Achievements:

  • Core Game Systems Engineering: Designed and built the entire frontend architecture for the massive “Guilds” social feature from scratch. This involved creating advanced management dashboards, structural member role-assignment matrices, and fluid global state orchestration via Vuex.

  • Complex UI/UX Adaptation & Platform Porting: Engineered highly responsive tablet and mobile UI layouts over the existing desktop infrastructure. Successfully optimized frontend rendering loops to meet the strict performance compliance guidelines for deployment on the VK Games platform.

  • Advanced Component Architecture: Developed a specialized library of Vue.js components optimized for heavy data-binding layouts and custom visual states, maintaining high-frequency rendering and stable frame rates (FPS) under peak loads.

  • Cross-Functional Engineering Collaboration: Synchronized closely within a high-caliber development team of backend engineers, game designers, and product owners to integrate client-side components with complex MMO server architecture.

Business Outcome: The rollout of the Guild system drastically amplified player social engagement and long-term retention metrics. The front-end mobile/tablet overhaul allowed the product to seamlessly pass platform moderation and launch on VK Games, unlocking immediate access to a massive mobile demographic without incurring the technical debt of re-writing the core game loop.

Technologies I have worked with: