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Game History

Studio Experience

PeopleFun — Principal Game Designer

Prototype-to-production Systems Tuning Team leadership

Took Word Zoo from prototype toward production release, owning systems, level progression, tuning, and core gameplay. Defined level pacing, mechanics, difficulty ramps, system interactions, and content standards while building flexible tuning sheets for balance, review, analysis, and iteration. Managed a level designer and delivered rapid prototype work based on market research and underserved opportunities.

Pixelberry Studios — Game Director & Principal Game Designer

Prototype leadership Unity implementation User testing Audience strategy

Directed a small prototype team across five prototypes, defining creative vision, game pillars, gameplay systems, UI/UX flows, specs, mechanics, implementation, tuning, and iteration strategy. Partnered with executive leadership to align goals, deliverables, priorities, and risk while using market research to identify purple ocean opportunities for underserved audiences. Later supported Choices roadmap and new user funnel work.

Machine Zone / AppLovin — Sr. Game Designer I & II

Systems Economy Live Ops Design tools Release execution

Designed systems, progression, economy, combat, events, and content for multiple top-grossing mid-core mobile F2P strategy titles, including Final Fantasy XV: A New Empire, Game of War, Mobile Strike, and World War Rising. Partnered across production, engineering, design, QA, writing, and art to deliver high-volume content releases while creating tools that reduced manual work and implementation risk.

Storm8 — Lead Game Designer

Casual F2P Match-3 Invest/express Live Ops KPI improvement

Partnered with the General Manager to build and lead design across F2P match-3 and invest/express titles, including Home Design Makeover, Candy Blast Mania, Hungry Babies Mania, Frozen Frenzy Mania, Castle Story, and Farm Story 2. Released core game changes, content updates, and live-ops events while improving KPIs through data analysis, design framework changes, systems, mechanics, and tuning.

GREE — Lead Game Designer & Product Manager

Mobile F2P Product management Social systems Events Data workflows

Led design and product work across early mobile F2P titles including Modern War, Crime City, Legends at War, Kingdom Age, Book of Ashes, Zombie Jombie, and Fishing Star. Managed schedules, product roadmap, finances, reporting, external developer coordination, design specifications, narrative, core loops, event improvements, quests, and KPI-aligned content while optimizing data frameworks to reduce creation time, errors, and QA testing.