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15 yearsMobile, PC, console

Experience

Studio roles and freelance work in one place, from Romero Games and Ubisoft to FIFA Heroes and Mirage Music.

FIFA Heroes

Lead Economy Designer

FIFA Heroes

EconomyLead

Lead Economy Designer on FIFA Heroes.

To add: A short write-up of the problem, what you designed and the result.

Mirage Music

Economy Designer, freelance

Mirage Music

EconomyFreelance

Freelance economy design for a mashup music app that uses AI.

To add: A short write-up of the engagement.

Tally Town

Role to confirm

Tally Town

Mobile

An educational mobile game for iOS and Android.

To add: Your role and a short write-up.

Romero Games

Principal Systems Designer

Cancelled John Romero FPS, cross platform

SystemsLive OpsPVP

Designed a spectrum of systems across the experience, and acted as PVP Product Owner.

Owner of systems and designs across the entire experience, from Meta, Progression, Gameplay, Core Modes, UX, Accessibility features, Live and Social systems.

Successfully led feature teams through complex systems challenges, fostering an environment of collaboration, creativity, and growth.

Initial responsibilities involved shaping the overall Live Ops plan for the experience, involving live systems design, and pitching to both internal and external stakeholders. The live plan went through many iterations as the live landscape and player expectations evolved.

Additionally I was granted the role of PVP Product Owner after internal pitching and being a driving force in shaping the PVP vision.

Merge Rivals, Merge Royale, Hi-Lo Clash cover art

Electric Manta

Lead Game Designer

Merge Rivals, Merge Royale, Hi-Lo Clash

LeadPVPMobile

Product Owner and Lead Designer on multiple mobile PVP titles. Pitching to internal stakeholders and external investors.

Leading the PVP division at Electric Manta, I was the Product Owner and Lead Game Designer of several PVP titles in various stages of production and live operations.

Hi-Lo Clash was in an early live iterative stage, and I pitched the initial concepts for Merge Rivals and Merge Royale.

After incredibly successful market tests we concluded to prototype both Merge Rivals and Merge Royale. Leading both prototyping teams in the early stages of development until moving to fully dedicate my time to Merge Rivals.

I pitched both to internal stakeholders and to external potential investors and clients.

Hungry Shark World, Hungry Shark Primal cover art

Ubisoft FGOL

Lead Game Designer

Hungry Shark World, Hungry Shark Primal

LeadLive OpsEconomyMobile

Driving design on several successful updates for Hungry Shark World, and pitched a sequel that became HS Primal.

Ambitious, yet sensible design, playing to team and project strengths. A team united and excited by a shared vision, informed by data and driven by passion to deliver community-centric updates that elevated the brand.

Leading the design vision on Hungry Shark World for a highly successful run that reinvigorated interest in the brand for both the audience and the team building it. Added new characters, retentive systems, economy balance, innovated on core gameplay and modes. Boosted engagement and retention, successfully hitting KPI targets.

Managed and mentored a small team of talented designers, leading by example and active collaboration, while providing freedom to grow.

Extinction: Update 3.9

Extinction looms over Hungry Shark World in our biggest update.

  • Extinction Mode: new end-game mode to unlock.
  • New late game economy: designed, balanced, maintained.
  • Apex Tier: new late-game Shark category unlocked via Extinction Mode.
  • New Apex Sharks: Ancient Megalodon, Meltdown Shark, Alpha Zombie Shark.
  • New level: the Pacific Island has been turned into a Toxic Wasteland.
  • Narrative reboot: kicking off a multi update narrative arc.
Like & Subscribe: Update 4.0

Adding a multi-tier recurring subscription for Shark Week 2020.

  • New exclusive squadmate: free instant revives to preserve flow of play.
  • New exclusive pet: Florence Sharkingale, a valuable healing pet.
  • New subscription: exclusive content, daily coin login rewards.
10th Anniversary: Update 4.1

Hungry Shark 10th anniversary.

  • Mecha Sharkjira: new ultimate Apex Shark.
  • Shark Quests: unique quests for each shark, collect schematics to assemble and unlock Mecha Sharkjira. A system to increase content consumption, usage and unlocks.
  • Huge 10th Birthday narrative arc: driving a huge marketing build up to release.
New Year New Me: Update 4.2

Quality of Life update: an array of improvements and re-balance.

  • 120 FPS Mode for high end devices.
  • Robo Shark ability overhaul, now with an ability button.
  • Data informed Shark re-balance to improve difficulty ramp.
  • Shark Quest re-balance to improve early experience and progression velocity.
Arctic Apocalypse: Update 4.3
  • New shark: SharkJira is reborn and powered up as Shin Sharkjira.
  • New Extinction Mode: the Arctic has been ravaged by Mecha SharkJira MK2. New ways to earn and play.
  • New live events: a partnership with non-profit Oceana, with a live fest and a video spot on ocean conservation.
Shark Week 2021: Update 4.4

Introducing the first battle pass to the Hungry Shark brand, for Shark Week.

  • Splash Pass: designed the first battle pass for the Hungry Shark brand.
  • Three new sharks: Nurse, Veteran Great White and Legendary Great White, each tailored to a different part of the player journey.
  • New level: the Bay mini-level with a haul of special live events and exclusive rewards.
Going Cosmic: Update 4.5
  • New Apex Shark: Cosmic Alan, with an array of otherworldly powers.
  • Map improvements: edible spawner overhauls for a more exciting experience in the skies.
Forces of Freedom cover art

BravoCompany

Lead Game Designer

Forces of Freedom

LeadMultiplayerLive OpsMobile

A 5x5 competitive tactical third person multiplayer shooter, with a focus on unique heroes from across history.

Led design on an overall vision shift to a hero focused design, with stronger characters and unique ability gameplay. A user experience overhaul to compliment and reinforce the new vision.

Spearheaded new systems including bots, friends lists, fireteams (squads), monetization, heroes, abilities and new map content. Maintained live ops support with regular gameplay balance updates, successfully boosting engagement and community activity.

Live Action & Early Access

A live and ever changing product, available in Early Access for Android and on request for iOS.

  • UX redesign: a full user experience redesign to better fit the hero vision, with a more approachable and readable tone for the competitive scene.
  • Live testing: several live early access tests of new maps, A/B tests on balance and features, and store page optimization via Google Play Experiments.
  • Mentorship: managed and mentored a Junior designer. Regular reviews, growth plans, advice.
Heroes Across History

Character roster overhaul moving away from generic classes to a more Hero focused approach.

  • Heroes: existing heroes were rebranded with their own profiles, names and abilities.
  • Abilities: every hero received their own ability, adding to core game variety and expanded tactical options.
  • Maps: oversaw reworks of existing maps and several new additions, each providing positive retention increases.
  • New heroes came later, starting with CRASH, which flipped the entire game meta on its head.
Friends, Fireteams & More

Design of foundational social and onboarding systems.

  • Friends lists: add friends and players you meet in battle, view profiles, compare stats.
  • Fireteams: a party system to invite friends and recent players to team up.
  • Bots: a robust bot system to curate a smooth (and unseen) onboarding experience with a controllable difficulty curve, adjusted on live data. Bots used the emote system to appear more human.
Angry Birds Action! cover art

Tag Games

Game Designer

Angry Birds Action!

Level DesignMobile

Active collaborator from pre-production prototype through to post-launch live operations.

Ownership and contribution to core gameplay systems, user experience and level design.

Driving force behind Level Design, contributing to the majority of levels shipped for release, and the additional batch of levels featured in the post-launch Piggy update.

Mentored and onboarded a Junior Level Designer to take over Level Design duties.

Shadowgun Legends cover art

Shadowgun Legends

Role to confirm

Shadowgun Legends

Mobile

Credited title.

To add: Your role and a short write-up.

How can I help?

  • Economy DesignSources, sinks, pricing and progression pacing that hold up over months of live play.
  • Monetization StrategyOffers, passes and subscriptions that fit the game and respect the player.
  • Game BalanceData informed tuning of difficulty ramps, rosters and rewards.
  • Leadership & MentoringLeading design teams, owning vision and growing junior designers.
  • Systems DesignCore gameplay, social, progression, metagame and accessibility systems.
  • Market AnalysisWhere a concept sits against the market, and what that means for the design.
  • Product ReviewAn outside read of your build, with clear and prioritised findings.
  • Live Ops DesignLive plans, events and retention systems that keep a game moving.

Available for Full Time, Part Time and Consultations.Tell me what you need →