🚀 Working on Voodoo's Collect Em All | 🎮 Levels & Mechanics for Live Mobile Games | 📈 Data-Driven Design & Benchmarking
Collect Em All - Tarboosh Games / Voodoo
Led impactful design and optimization for Collect Em All across 1000+ levels and 20+ mechanics.
●Led 9 A/B tests to fine-tune level progression and new features
●Designed and documented 5 onboarding tutorials for mini-games and core gameplay
●Developed and recorded 6 CPI prototypes for marketing tests
●Deconstructed and benchmarked 8 competitor games, focusing on economy, monetization, and live ops
●Onboarded 4 colleagues in using level design tools
Lemmings - Exient
Created and optimized levels for mobile action puzzle Lemmings:
●Developed 250+ levels using scripted parameters and level editor
●Designed 40+ challenge levels, including 5 of the top 10 most challenging
●Crafted seasonal features from high-level concepts to detailed documentation
●Analyzed failure and churn rates for 100,000+ players, implementing improvements
Guards & Thieves - Polygon Moon
Designed new game modes and arenas for PvP shooter Guards and Thieves:
●Developed top-played level across 6 game modes
●Created PvPvE mode, now 20% of matches
●Sketched 15 game modes, developed and balanced 5 levels, 4 NPCs
●Benchmarked 40 modes from 14 mobile shooters
●Led playtests to resolve key design flaws
Other Projects
MathJong - I worked on this game for 5 months contributing with QA, levels, and tutorials
Formula Run - Mobile game completed in 48 hours for a game jam in a group of 4 people
Merge Fruit - Solo project completed in 2 months for a fruit merging game