PeopleFun — Principal Game Designer
I worked with a small cross-functional team to take Word Zoo from prototype through production release, owning the level design direction and core word-level experience. My work included redefining the core word mechanics, improving the UX around word creation, shaping player progression, and establishing the level design principles used to build the released content set.
I created the level design best practices that guided production of 250 released levels across 6 habitats and 7 hazard types. Across 7 major releases and 10 A/B test variants, I analyzed player behavior and KPI trends to refine onboarding, pacing, hazard introduction, level difficulty, and progression. These iterations contributed to improvements across retention, ROAS, session length, and sessions per day.
I also created a prototype framework to help the team rapidly explore new gameplay concepts and developed 4 additional prototype concepts.