Senior Game Designer
With 9 years of experience specializing in Systems Design, Combat Design, and Level Design, my diverse portfolio spans AA+ Sci-Fi RPG, innovative MMORPG, cross-platform ARPG, FPS, and MOBA titles. I focus on fluid mechanics, player journey, 3Cs, and holistic gameplay design including classes, heroes, bosses, weapons, items, quests, game modes, and NPC behavior. From comprehensive documentation to in-engine implementation, I balance large-scale production pipelines with rapid prototyping.
Skills & Knowledge
Designing scalable Systems and Progression with a holistic, data-driven focus. I align the core vision with the player perspective to drive retention and engagement for the target audience.
In-Engine Implementation
Focusing on hands-on implementation within Unreal Engine 5 and Unity. I utilize tools like Blueprints, GAS, and StateTrees to integrate design specifications, transforming documentation into active game elements.
Gameplay & Combat
Crafting immersive Combat Design with a focus on 3Cs (Character, Controls, Camera) and responsive game feel. I design combat loops, abilities, and enemy behaviors while balancing mechanical depth and tactical scenarios.
Level & Content
Designing level layouts, POIs, quests, and mission flows that define the player journey. I also drive worldbuilding, authoring the lore and stories that establish the game’s narrative foundation.
UI/UX & Features
Designing intuitive UI/UX solutions using tools like Figma, Miro, and Balsamiq. I create detailed user flows and wireframes to ensure a seamless player journey from first launch through endgame.
Leadership & Production
Leading design teams as a collaborative bridge between art and engineering departments. I spearhead feature and content kickoffs, manage the production pipeline to maintain the creative vision from prototype to release.
Scars of Honor
Platforms:
Description
Scars of Honor is an upcoming fantasy MMORPG centered on faction-based PvP, dynamic PvE, and skill-based combat. The core design focuses on building a player-driven economy, intricate crafting systems, and deep character customization to support diverse playstyles and organic community interaction.
Responsibilities
- Owned the complete design for 4 playable classes and 100+ abilities from concept to polish.
- Built Progression Systems, Combat Systems, Talent Trees and Weapon/Gear systems to support deep character customization.
- Designed Boss/NPC encounters alongside 50+ equippable items with narrative concepts and progressive stats.
- Authored clear, implementation-ready design specs to guide Art, Engineering, and QA through feature and content delivery.
World Eternal Online
Description
World Eternal Online is a cross-platform RPG-MOBA hybrid focusing on session-based PvE, PvP, and hero progression. WEO offers multiplayer or solo adventures, extractions, weekly events and battlegrounds with hero, item and collection depth.
Responsibilities
- Created and implemented 25+ playable heroes and ability kits directly in Unity, configuring animation timing, colliders, VFX/SFX, and unit variants.
- Architected the Player Journey and FTUE, authoring campaign questlines, in-game dialogues, narrative lore, and onboarding funnels.
- Designed 50+ levels and encounter setups for 100+ unique NPCs and bosses, placing POIs, spawners, portals, and interactive elements.
- Formulated combat calculations and balancing for talent trees and 200+ equippable items, alongside recyclable seasonal event frameworks.
Angelic
Platforms:
Description
Angelic: Dark Symphony is a cinematic sci-fi strategy RPG that blends tactical turn-based combat with a dark, narrative-driven universe. Players command a squad of unique neo-human “angels,” mastering signature abilities and environmental synergies to survive high-stakes cosmic horrors. The experience focuses on visceral, hero-centric combat and deep atmospheric storytelling set within a gritty, dystopian future.
Responsibilities
- Implemented character abilities, talent systems, and combat mechanics in Unreal Engine 5 using Blueprints, GAS, and StateTrees.
- Executed level design and greyboxing to establish mission flow, configuring interactive environmental hazards and gateway elements.
- Structured campaign quests, objectives, and character backgrounds alongside Narrative Design, integrating gameplay progression with story and lore.
- Wireframed UI/UX flows and prototyped modular features, distinct game modes, and mini-games to expand systemic gameplay variety.
Zula
Description
Zula is a tactical, free-to-play FPS featuring fast-paced competitive combat and maps meticulously designed around real-world geographical locations. The core design emphasizes a robust weapon progression and customization system, balancing localized thematic environments with classic team-based shooter mechanics.
Responsibilities
- Designed gunplay mechanics and ballistics (recoil, spray patterns, fire rate, damage drop-off) while balancing weapon stats and attachment systems.
- Executed level design for competitive FPS maps, creating an original map played by hundreds of thousands of active players and polishing map layouts for competitive balance.
- Designed core gameplay systems and game modes, alongside player progression, reward frameworks, and live in-game events.
- Created UI/UX wireframes and authored design specifications to guide Art and Programming teams through implementation.
Zeal
Platforms:
Description
Zeal is an indie third-person action RPG centered on fast-paced PvP and PvE combat without the traditional grind or pay to win. The core design fully focuses on deep character customization through class-based builds, allowing players to instantly dive into MMORPG-like yet competitive encounters.
Despite being one of my first games and being very indie, Zeal achieved more than 75.000 downloads and 105.000 wishlists back in the day.
Responsibilities
- Led end-to-end game design, which consists of establishing the core gameplay loop, class/hero systems, competitive combat frameworks and more.
- Designed playable classes, talent trees, and combat mechanics, balancing ability interactions for competitive play alongside customization and monetization frameworks.
- Architected the FTUE and Conquest Mode player journey, authoring session-based quests, narrative tutorialization, lore, and character VO.
- Engaged directly with Steam, Discord, and Twitch communities, gathering player feedback to continuously refine gameplay flow, balance, and pacing.
Arena of Eternals
Description
Arena of Eternals (nowadays known as Blitz of Battle) is a mobile MOBA focusing on bite-sized and action packed battles. The game includes deep meta progression alongside in-session upgrades, wide variety of unlockable heroes and abilities, robust daily engagement systems and competitive PvP.
Responsibilities
- Pitching the core design of gameplay, combat, and systems.
- Designing customization and progression systems and their UI counterparts.
- Designing heroes, abilities, stats and game modes.
- Establishing the narrative and conceptual background of the game and its story.
Minion Pusher & Heroes Clash
Description
I designed and led the development of numerous hybrid-casual, and casual titles, managing full production pipeline from initial prototype to release. Promoted from Game Designer to Lead Game Designer, I focused on establishing production workflows, and optimizing core KPIs through fluid mechanics and monetization models.
Key projects include Heroes Clash, a hybrid-casual project best described as “Archero meets MOBA”, and Minion Pusher, an idle deckbuilding RPG as the top performer.
Responsibilities
- Led the game design team and production pipeline across multiple casual and hybrid-casual titles from prototype to release, yielding a hit title with a peak 55% D1 retention rate.
- Authored comprehensive game design documents (GDDs) to align cross-functional teams on product vision, mechanics, and rapid prototyping workflows.
- Architected core mechanics, level layouts, and game economy, building progression systems and monetization models tailored for hybrid-casual engagement.
- Applied data-driven optimization by analyzing KPIs and player funnel telemetry, identifying high-churn drop-off points to iterate on UX and gameplay flow.