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The man behind great games
Life as a full-time print-and-play designer

Perks of being a game designer and blogger are getting to be in touch with tons of gifted game designers and knowing their side of the story. Each of these stories has inspired me not only as someone in the game industry, but on a spiritual level too.
There are game designers who love to take things deep. Their games feel more like a cinematic experience and transport you to a whole other world. The likes of Doomsday Manager and Feral State: Revolt evoked that same feeling, thanks to their creator, Denis Kurdiukov, who also happens to be a full-time PNP creator.
And here’s what Denis said about his game design process:
“Creating a new game is a very interesting process – very hard and challenging, but also very rewarding. It usually has two phases: the creative phase and the engineering phase. I often take a bunch of mechanics, throw them on a piece of paper, mix and shuffle them, until I see the potential.
A random mix of dice, fields, and hexes starts to merge into a system. This is where the creative phase ends and the engineering phase begins. At this point, I often change the initial game setting completely, remove the odd mechanisms, and add new ones more precisely until the first prototype becomes playable.”

Denis Kurdiukov
Every game designer has their own process and brings a unique flavor to the table. Having tried a couple of Denis’s games, they really stood out, involving mechanics the likes of which I haven’t quite seen before. Tying that to the gradual, movie-like progression makes the experience deeply immersive.
"I’m a simple guy with no proper education, career, or social skills, but with a tough background, a long story of gaming addiction, and a mix of creative skills – so my approach is not for every game designer. I think of my games as unique experiences that aren’t trivial or overused in other games. Maybe even too niche for the mass market, but I’m happy I found my audience, and I see a lot of new and returning backers during each campaign."
Can you imagine life as a full-time print-and-play creator?
PS: I love storytelling, and if it’s also your thing, you can sneak a peek at Beehiiv. They’ve appreciated the effort I’ve put into bringing the print-and-play community together, and it’s been the platform I use to run and grow this newsletter.
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