Freelance · Game Design

Senior Game Design, On Demand

Ex-lead, specializing in economy and systems design. Prototype to live-ops.

Project Beat Clash

A innovative mobile game where players create music to defend their city.
Currently being developped solo.

Explore the project
In development
Services

Areas I can help with

I help studios fix their design, optimize their systems, and create engaging player experiences.

01

Economy Design

Balanced in-game economies that keep players engaged, not exploited.

02

Systems Design

Core & Meta loops, focusing on mechanics that scale as the game grows.

03

Live Ops & Balancing

Post-launch tuning and event design, driven by data and player feedback.

04

Design Direction

Leading vision and mentoring teams from lead-level experience.

05

Design Audits

A senior, outside eye on existing systems to find failure points before players.

Contract

Ways to work together

Focused support for the next important stage of your game.

Sprint

Short, focused engagements for a specific problem

Best for: teams that know exactly what's broken and need outside eyes fast.

< 1 MONTH

Project

Dedicated support with deliverables tied to your roadmap milestones.

Best for: studios shipping a title who need a design partner.

< 1 YEAR

Partner

An embedded design lead across multiple titles or a multi-year roadmap.

Best for: studios building a portfolio that needs consistent design DNA.

1 YEAR +

Not sure which one fits? Tell me about your project and
I’ll point you to the right way.

Get in touch
About

8+ years focused on player experience


Senior game designer and ex-lead specializing in economy and systems.
My sole purpose is to design progressions & systems that feel earned not grindy.
I take experience from every source available, playing included.
Currently building Project BC, an original rhythm game, from the ground up.

8 + YEARS OF EXPERIENCE
5 DESIGNERS LED
6 GENRES WORKED IN
13 + SYSTEMS SHIPPED TO LIVE

Features I've built

Systems Production Extraction Shooter

Crafting & looting systems, built from scratch

Top-down data structure <20 min to new playtest data
Competitor game analyzed 6

Designed the full crafting & looting features, from documentation to data structure. All systems' data was linked, so the team could iterate quickly based on playtest feedback.

Economy Production Match 3 Web3 titles

Complete economy & monetization strategy revamp

Economy features added and fixed Removed hyperinflation
Premium item chase added Optimized in-game shop

Assessed and revamped the economy and monetization strategies across multiple titles, fixing item pricing errors while developing key desirable items for players.

Game Design Production Extraction Shooter

PvE behavior design

Map progression speed (more time looting) -40%
Perceived threat while looting +60%

Built PvE from scratch to enhance the looting experience in an extraction shooter.
The goal was to develop our PvE and AI system so it could be reused for bot players and companion logic.

Economy Live-ops 4X Hardcore

New Equipment Feature in a 6+ year-old 4X

ARPPU (revenue per paying user) +11%
Forgotten feature engagement +70%

The challenge was to bring a forgotten feature back to life and give players more to do each day. Introduced a new resource, scattered across the forgotten feature, to drive engagement and ARPPU.