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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

Systems & Progression

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

Platforms:

iOS

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

Platforms:

iOS

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

Platforms:

iOS

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.

Resume:

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