Game Designer
Game Designer with 9 years of experience specializing in Systems Design, Level Design and Combat Design. My portfolio spans AA+ Sci-Fi RPG, innovative MMORPG, and competitive FPS/MOBA titles, with a consistent focus on fluid mechanics and player progression. My background also includes hybrid-casual development, giving me a comprehensive understanding of both large-scale production and rapid iteration.
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 and Unity. I utilize tools like Blueprints 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 through unit and object placement. I also drive worldbuilding, writing 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
- Designing Classes such as Paladin, Warrior, Druid and Ranger.
- Designing Systems such as Class System, Talent System, Weapon System.
- Playtesting and fine-tunning combat elements.
- Overseeing the production of many spells and abilities.
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
- Designing game modes, features, combat mechanics, gameplay systems and UI/UX elements.
- Designing levels, heroes, talents, bosses, enemies, and items, along with implementing them in Unity.
- Playtesting and balancing combat and progression pacing.
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
- Designing and adjusting playable characters, unique abilities, and intricate talent trees.
- Creating level layouts via Unreal Engine greyboxing to establish gameplay flow and foundational environments.
- Developing immersive combat mechanics and strategy-focused gameplay systems.
- Prototyping new features and UI/UX flows to enhance player usability and engagement.
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
- Developing competitive maps with balanced level design to optimize player flow.
- Designing core gameplay systems, including progression, customization, and game modes.
- Creating flowcharts and wireframes for UI/UX systems to improve feature accessibility.
- Collaborating with cross-functional teams to refine mechanics and visuals through feedback.
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
- Leading game design and direction while achieving organic visibility on platforms like Twitch and Steam.
- Designing characters, abilities, talents, combat mechanics, customization systems and monetization methods.
- Balancing and iterating on playable classes to ensure a fair, competitive combat experience.
- Writing the game’s story and providing narrative design alongside voice acting and SFX/VO editing.
- Engaging with community to receive feedback on Steam, Discord, and Twitch to drive gameplay improvements.
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, and game modes.
Minion Pusher & Heroes Clash
Description
I have designed and led the development of numerous hypercasual, hybrid-casual, and casual projects, managing the full production pipeline from prototype to release. My tenure progressed from Game Designer to Lead Game Designer, focusing on optimizing KPIs through mechanics and monetization.
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
- Leading the game design team and production pipeline for multiple projects from prototype to release.
- Developing and maintaining design documents to align cross-functional teams on product vision and execution.
- Designing gameplay mechanics, level layouts, and progression systems to drive player retention.
- Monitoring KPIs and player data to iterate on game balance, UX, and monetization strategies.