Simulation | Social
Farmville 3
Senior Game Designer
The third generation of Zynga's iconic farming franchise, centred on animal collection and breeding. I contributed to the economy, progression systems and feature design supporting a large live audience.
- Economy
- Progression
- Feature design
Action | Arcade
WWE Mayhem
Senior Game Designer
A fast-paced, over-the-top arcade brawler built around the WWE license. I owned core combat mechanics, character balancing and live-ops event design — keeping the game in the Top 50 Action charts with over 10 million downloads.
- Combat systems
- Balancing
- Live ops
FPS | Arcade | Action
Nova Legacy
Lead Game Designer
A near-future first-person shooter condensing the N.O.V.A. saga into a lean mobile package. As Lead I drove encounter design, weapon balancing and mission pacing.
- Encounters
- Weapons
- Pacing
Action | Arcade
Super Pixel Heroes
Senior Game Designer
A one-tap voxel brawler with a huge collectible roster of heroes. I designed character abilities, the collection meta and the difficulty curves that drove retention.
- Characters
- Collection
- Difficulty
Arcade | Racing
Bike In Time: Stunt Trials
Lead Game Designer
A physics-based stunt racing game where every track travels through a different era. As Lead Game Designer I owned level design, the feel of the bike physics and the stunt scoring system, delivered on a tight client schedule.
- Level design
- Physics tuning
- Stunt scoring
Arcade | Shooter
Drones 2 Free Assault
Game Designer
A top-down military shooter built around drone warfare. I worked on mission design, enemy behaviours and the weapon and loadout upgrade systems.
- Missions
- AI behaviours
- Loadouts
Physics | Racing
Monster Truck Xtreme Racing
Game Designer
Arcade monster-truck racing where horsepower meets chaos. I designed the track layouts, the power-up systems and the vehicle balancing.
- Tracks
- Power-ups
- Vehicle balance
Simulation | Management
Super Market City: Farming Game
Senior Game Designer
A farming-to-retail management sim spanning production chains all the way to the checkout. I designed the production loops, the store-management systems and the long-term economy.
- Production chains
- Economy
Arcade | Simulation
Cafe Tycoon Cooking & Fun
Senior Game Designer
A breezy restaurant-management sim about building a cooking empire. I designed the core service loop, the upgrade economy and the progression curve that kept casual players coming back day after day.
- Service loop
- Economy
- Progression
Arcade | Fighting
Zombie Ultimate Fighting Champ
Game Designer
An undead take on the fighting genre, blending one-on-one brawls with a fighter-collection meta. I designed the combat feel, roster balance and the progression economy.
- Combat
- Roster
- Economy
Action | Shooter
Money Bunny Survive Horde
Lead Game Designer
A horde-survival action game with a hip-hop attitude. As Lead I designed the wave pacing, the ability upgrade trees and the moment-to-moment power fantasy.
- Wave design
- Upgrades
- Game feel
Arcade | Shooter
Ra One Genesis
Game Designer
A movie-licensed action shooter built for the social web on Facebook. I designed the combat encounters and the mission flow that tied the gameplay to the film universe.
- Combat encounters
- Mission flow