
Contact
Buenos Aires,
Argentina
Hi, I'm Nikita Utrobin
a Game Developer and Designer specializing in Minecraft Bedrock development for Marketplace.
Hi, I'm Nikita Utrobin
a Game Developer and
Designer specializing in Minecraft Bedrock development for Marketplace.
Hi, I'm Nikita Utrobin
a Game Developer and Designer specializing in Minecraft Bedrock development for Marketplace.
Since 2020, I've been building and publishing games, including numerous maps and skin packs released with Waypoint Studios under the BLOCKLINE brand.
Based in Buenos Aires, Argentina (GMT-3)
Since 2020, I've been building and publishing games, including numerous maps and skin packs released with Waypoint Studios under the BLOCKLINE brand.
Based in Buenos Aires, Argentina (GMT-3)
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MY WORK
SKILLS
Bedrock BP/RP Development
Bedrock BP/RP Development
Scripting API
Scripting API
JavaScript
JavaScript
TypeScript
TypeScript
Regolith
Regolith
Python
Python
Git
Git
Linux/bash
Linux/bash
Blockbench
Blockbench
Aseprite
Aseprite
Adobe Photoshop
Adobe Photoshop
Snowstorm
Snowstorm
Cinema4D
Cinema4D
Blender
Blender
After Effects
After Effects
Premiere Pro
Premiere Pro
Octane Render
Octane Render
Trello
Trello
Google Docs
Google Docs
Framer
Framer
English C1
English C1
Russian Native
Russian Native
Spanish B1
Spanish B1
you can rotate 3d models
you can rotate 3d models
Cat World
Cat World
Large narrative-driven Adventure Map with quests, cinematics cutscenes, dialogues, custom weapons, mechanics, bosses and a gigantic flying Maine Coon cat.
Large narrative-driven Adventure Map with quests, cinematics cutscenes, dialogues, custom weapons, mechanics, bosses and a gigantic flying Maine Coon cat.
I took on the primary responsibilities for this project, including all the programming, animation creation, item icon design, trailer development, key art creation, and the majority of the models and textures. Additionally, I successfully managed a small team of 8 people, primarily builders, with some team members also assisting with models and sound design. By utilizing my Game Design Document, Trello for task management, and mood boards, we ensured a consistent design across all map elements.
The biggest difficulties were pathfinding (of which there was a lot) and synchronizing prescripted story interactions and battles. This project was developed before the introduction of attachables, the /camera
command, and Scripting, so I had to find many workarounds to create such a game.
While it didn't achieve much financial success, it was still a great experience. I learned a great deal during its creation, substantially expanding my skills in game development, project management, and problem-solving.
I took on the primary responsibilities for this project, including all the programming, animation creation, item icon design, trailer development, key art creation, and the majority of the models and textures. Additionally, I successfully managed a small team of 8 people, primarily builders, with some team members also assisting with models and sound design. By utilizing my Game Design Document, Trello for task management, and mood boards, we ensured a consistent design across all map elements.
The biggest difficulties were pathfinding (of which there was a lot) and synchronizing prescripted story interactions and battles. This project was developed before the introduction of attachables, the /camera
command, and Scripting, so I had to find many workarounds to create such a game.
While it didn't achieve much financial success, it was still a great experience. I learned a great deal during its creation, substantially expanding my skills in game development, project management, and problem-solving.

Cafe Simulator
Cafe Simulator
Fast-paced cooking and serving mini-game with levels, custom music, power-ups, different dishes and game mechanics.
Everything apart from the buildings and sound/music design was made by myself.
This project, though an older one, is my most successful, ranking among Waypoint Studios' Top 10 Maps by ratings. At the time, it was one of the first mini-games of its kind, featuring such extensive custom content, animations, and behaviors.
Even now, in 2025, 4.5 years after its release, while some of its design choices appear somewhat dated, it remains a fun game to play.
This project, though an older one, is my most successful, ranking among Waypoint Studios' Top 10 Maps by ratings. At the time, it was one of the first mini-games of its kind, featuring such extensive custom content, animations, and behaviors.
Even now, in 2025, 4.5 years after its release, while some of its design choices appear somewhat dated, it remains a fun game to play.
30 000+ Sales
3120+ Ratings
20 000 000+ YouTube Views on creator videos





Burgermania
Burgermania
"Burgermania" is my current personal project and the spiritual successor to my highly successful "Cafe Simulator." This title is actively in development, and a demonstration video showcases the features and progress made so far.
(watch on x2 if you're in a hurry)
WATCH THE VIDEO!
In comparison to Cafe Simulator, this one is supposed to rely on interactivity and speed, while keeping the operations simple enough. The big problem of the original game was the need to use clunky Minecraft crafting and chest UIs to make orders.
I also designed the kitchen so players have to think about every move to get orders done on time. For example, you only have 4 inventory slots, and there are tables you can't just jump over.
The other problem this game was intended to solve is to incentivize continued play by adding more customization. Part of this is already complete, as shown in the video.
In comparison to Cafe Simulator, this one is supposed to rely on interactivity and speed, while keeping the operations simple enough. The big problem of the original game was the need to use clunky Minecraft crafting and chest UIs to make orders.
I also designed the kitchen so players have to think about every move to get orders done on time. For example, you only have 4 inventory slots, and there are tables you can't just jump over.
The other problem this game was intended to solve is to incentivize continued play by adding more customization. Part of this is already complete, as shown in the video.










Purple Style
The keyart was made by a Waypoint Artist, not me
The keyart was made by a Waypoint Artist, not me


Buenos Aires,
Argentina
Wanna work together?
Have a project in mind?
Don't hesitate to contact me!
email: me [at] nikitafine.com
Discord/Telegram: @nikitafine
Wanna work together?
Have a project in mind?
Don't hesitate to contact me!
email: me [at] nikitafine.com
Discord/Telegram: @nikitafine
Wanna work together?
Have a project in mind?
Don't hesitate to contact me!
email: me [at] nikitafine.com
Discord/Telegram: @nikitafine
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