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)

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.

Plastic Style Teens

Winter Vacation

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