Game Designer specialized in Gameplay & Systems Design
My background sits at the intersection of 0-to-1 product thinking and long-term live game management. I've taken titles from prototype --> gold master and stayed on them through live operations — designing and iterating on core loops, progression systems, economy frameworks, and event structures based on what the data actually says.
I have specialized in gameplay and feature design. Used multiple tools like Unity 3D & Unreal Engine to develop these games. Handled teams of junior designers to guide and keep them aligned to the game pillars. Worked with cross-functional teams of Artists, Product and Programmers to achieve our collective goals.
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I design systems, experiences and content
that create meaningful player moments.
Understand problems
& define goals
Design systems,
loops & content
Build, test and
validate ideas
Analyze data and
refine experience
Deliver polished
player experiences
Worked with amazing teams across the world
MY STORY
From modding levels to directing global economies.
I didn't start with spreadsheets and monetization models. I started by building unbalanced, chaotic levels in level editors because I wanted to see what happened when you broke the rules. Over the years, that curiosity evolved into a career centered on understanding why players stick around.
My journey took me across India, Vietnam, and Germany, working with diverse teams to solve complex systemic problems.
Whether it's designing the core loop of a mid-core RPG or balancing the live-ops economy of a casual hit, my focus remains the same: crafting systems that respect the player's time while driving meaningful engagement.
The work I'm most proud of
happened after launch.
MY APPROACH
Own the full lifecycle, not just the fun parts.
My design philosophy is built around one idea: own the full lifecycle, not just the fun parts. Pre-production is where I define core loops and systemic foundations that can actually survive contact with players — not just with a design document.
Development is where I fight for economy and progression decisions that serve long-term engagement over short-term wow moments.
Launch is where I start watching what players do instead of what I expected them to do. And live operations is where the real design work begins — tuning, rebalancing, reading behavioral data, and making calls that protect the player experience while hitting business targets.
I've done this across casual, mid-core, and educational titles, which means I've learned that the underlying problems are more similar than the genres suggest.
Have a project, a role, or just want to talk game design? My inbox is open.