On Battle Tanks, a Build and Battle strategy mobile game, was responsible for Meta game design and large parts of preparing the game for Live.
- Designed and Supported Live Events
- Set Up analytics tools and monitored performance of features
- Balancing Economy and auxiliary features.
- Curated Junior Game Designers
On Blade Runner Nexus was responsible for the last and the most crucial aspects of the project
- Created Game Design specs and Balancing documents
- Owned features and “areas” of the game
- Designed Social, Meta and Sec-to-sec systems and oversaw their implementation and processed feedback
- Was responsible for creation and adjustment of FTUE and all the following iterations and all of combat balancing
- Led prototyping and playtesting efforts
Worked on a casual puzzle mobile game:
- Created initial pitches, Game Bible docs
- Communicated with clients, art and development team
- Led prototyping and playtesting efforts
Also, provided consulting services for MR, VR and mobile games
On Spider Man Unlimited I was in charge of providing design focus and managing the game design team, during my time as Lead:
- Redesigned Social Loop of the game, resulting in higher viral aspect of the game and increased retention
- Revamped UI and the Progression Loop, resulting in increased retention and higher conversion
- Introduced a large content update, Symbiote World Levels, resulting in a UA spike, additional conversion and overall increase in production value
- Introduced ADs that have contributed to Game’s revenue
Additionally, I was involved in mentoring Junior Game Designers, providing insight on several outside studio projects and prototyping.
Worked on 3 major F2P mobile midcore live games:
Six Guns (Open World TPS) (https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftSXHM):
- Mission Design (both GDDs and Level Design implementation using in-house toolset)
- System Design (GDDs, and implementation)
- LiveOps (Designing promotions and time–limited events together with marketing team. Managing online data using in-house toolset)
World At Arms (Strategy) (https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftMTHM):
- System Design
- UI Design (Creating Mockups, TDDs for 2d Artists, Implementation using in-house toolset)
- Analyzing game KPI’s, participating in update planning
- LiveOps
Spider Man Unlimited (Arcade “Runner”) (https://play.google.com/store/apps/details?id=com.gameloft.android.ANMP.GloftSIHM):
- System Design
- UI Design
- Level Design (whiteboxing, creating TDDs for Concept Artists and 3d Artists (Art-kit), implementation using in-house toolset)
Was the sole QA Engineer for 2 casual mobile projects Zombie Harvest (https://play.google.com/store/apps/details?id=com.creativemobile.zombieharvest&hl) and Demolition Master 2 (https://play.google.com/store/apps/details?id=com.ganimedes.td), responsible for quality assurance, localization and delivery of the game to the market, often undertaking Project Management and Game Design responsibilities.
Was a part of a team of QA, working on Metro Redux, took part in:
- QA for Xbox One/PS 4 and PC versions of the game
- Manual testing of internal tools
- Development and Maintenance of an Online Build tool using ASP.NET
I was in charge of coordination, organization, and management of game translation into 7 languages in association with individual freelancers and localization studios for Sherlock Holmes Crimes and Punishments.