FIFA Heroes
Lead Economy DesignerFIFA Heroes
Lead Economy Designer on FIFA Heroes.
To add: A short write-up of the problem, what you designed and the result.
FIFA Heroes
Lead Economy Designer on FIFA Heroes.
To add: A short write-up of the problem, what you designed and the result.
Mirage Music
Freelance economy design for a mashup music app that uses AI.
To add: A short write-up of the engagement.
Tally Town
An educational mobile game for iOS and Android.
To add: Your role and a short write-up.
Cancelled John Romero FPS, cross platform
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
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
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 looms over Hungry Shark World in our biggest update.
Adding a multi-tier recurring subscription for Shark Week 2020.
Hungry Shark 10th anniversary.
Quality of Life update: an array of improvements and re-balance.
Introducing the first battle pass to the Hungry Shark brand, for Shark Week.
Forces of Freedom
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.
A live and ever changing product, available in Early Access for Android and on request for iOS.
Character roster overhaul moving away from generic classes to a more Hero focused approach.
Design of foundational social and onboarding systems.
Angry Birds Action!
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
Credited title.
To add: Your role and a short write-up.
Available for Full Time, Part Time and Consultations.Tell me what you need →