My Work

Senior Game Designer

Rider worlds (10m downloads):

  • Main designer on event systems and seasonal conten,

  • Responsibilities:

  • Ensure there is new content for players to enjoy every day.

  • Make sure there are sufficient monetization hooks within event systems.

  • Design and schedule special events with exciting gameplay twists.

  • Establish a seasonal event structure where regular events are alternated with special seasonal events (e.g., Christmas).

 

  • Creation of exciting obstacle

When I joined Chimpworks, the first chapters/worlds of the game had already been completed. After working on World 4, where I designed approximately 25% of the obstacles (+/- 30), I was asked to revisit World 1 to help boost early-game retention. The primary goal was to make the experience more exciting by introducing more movement and animated elements without making the game more difficult.  I designed approximately 25 new obstacles for World 1

  • Managing and streamlining production process

In addition to my other responsibilities, I was heavily involved in streamlining the production process. This included improving documentation workflows, optimizing and accelerating the localization process, and ensuring the team stayed on schedule by effectively managing tasks and time boxes.

Rider (100m downloads):

  • Design support

  • Events design

  • Cop Chase: The idea originated from a very well-performing ad campaign and was intended to improve early retention.

  • Various other competitive events, such as leaderboards and head-to-head score competitions.

  • Bonus word system (ad monetization)

  • Creation of exciting obstacles

other projects

  • Leading design and team on a new prototype
  • Setting up quick tests and analyzing prototype performance.

Game House

Level & Game Designer

DElicious bed & Breakfast

  • Designed 1,000+ levels

  • Maintained and improved the difficulty curve and monetization using player data

  • Worked on a dynamic difficulty system

  • Designed 10+ obstacles

  • Re-designed and improved power-ups

  • Designed and helped set up a re-skin-able event system

Some example levels:

Ziango 

Designer / project owner

10+ Casual HTmL5 GAMES

  • Lead designer, mentoring/coaching interns
  • Creation of 500+ levels (Casual puzzle games)
  • Animations
  • managing sound design with freelancers

Example games:

5+ GAMES Made for 3rd parties

  • Product owner/Lead designer 
  • Setting up backlog, safeguarding scope
  • making sure needs of the clients are met and keeping them in the loop
  • Managing the team 

Example games:

30+ Hyper casual prototypes

  • Creating and pitches prototype ideas
  • Building and guiding Quick iterations on prototypes
  • Setting up quick tests and analysing prototype performance.

Instand Games

  • Lead designer 

Example games:

  • Muddy business vs (competitive puzzle game)
  • Merge defence (tower defence)
  • Master cheff (match-3)
  • World match (co-op match-3)

Ruby Rook Games

Founder / Designer / Artist

I’m a huge board game geek, and after working at Game House, I decided it was finally time to try creating one myself. I spent three to four months pouring my heart into designing my first game — building mechanics, testing ideas, and bringing a world to life from scratch.

But along the way, I realized something important: while I love creating games, I thrive in a team environment. I missed the collaboration, the shared excitement, and the creative spark that comes from building something together.

That realization led me back to my bigger dream — creating awesome mobile games with a passionate team.

Board games will always have a special place in my heart, and I’ll keep designing them as a hobby on the side. But now I’m more motivated than ever to channel that creativity into crafting amazing digital experiences.

 

2 board games (in development)

  • Prototyping
  • Design
  • Art

Rift FoRGE RIVALS

My first game, Rift Forge Rivals (formerly known as Rifts of Rhivaris), is already deep into development — I’d say it’s about 80% complete in terms of art and overall design.

The world, the visuals, and the core systems are there. But as any game designer knows, getting the mechanics just right is the real challenge. After countless iterations and refinements, I made the tough decision to shelf the project for now and return to it later with fresh eyes.

That said, I look back on Rift Forge Rivals with a lot of pride. I created all the art and design myself, and the process taught me an incredible amount about balancing systems, visual identity, and staying persistent through creative challenges.

It may be on pause — but it’s far from finished.

 

Prototype:

Card/item design:

Character/monster design: