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VISION
I focus on designing games that create engaging and immersive experiences, ensuring each moment is meaningful and memorable for players.
My golden rules:
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Meaningful choices matter: I believe a game's strength is in the meaningful choices it offers, whatever genre it is, it should shape players' experiences and leave a lasting impact.
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Design within constraints: My prior experience with diverse clients and under extreme situations taught me that the best designers are ready to adapt in any moment, crafting innovative solutions that enhance the player's journey.
BIT HEROES QUEST
Turn-based MMORPG
Bit Heroes is a F2P mobile game played by million of players world-wide. I joined the project as part of a team tasked to increase the revenue of the game.
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Documented the game in full, allowing the team to consult the internal GDD to resolve issues instead of depending on community-created wikis by using Google Slides, Spreadsheets and Figma.
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Close collaboration with clients, external studios and stakeholders to iterate and refine new content via Google Meets and Slack.
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Designed and balanced +70 enemies, +50 gear pieces, +10 seasonal events, +5 new features and 2 new end-game content pieces using Spreadsheets and Machinations applied to Unity engine.
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Used data to balance the game and improve KPIs in a live operations environment for 2 years based on information collected with Sigma.
DARWIN'S YEARBOOK
Puzzle Platformer
Darwin's Yearbook is a multiplatform game hosted into the Cartoon Network's platforms.
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Played a key role in proposing and shaping the game adaptation for Darwin's Yearbook, defining the game's vision and core gameplay systems.
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Introduced new ideation methodologies and design best practices, improving the studio's creative process, prototyping, and vision alignment with SCAMPER ideation methods, fast-prototyping with Construct to demonstrate the fun factor of the proposal.
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Designed intricate levels and puzzles that fully exploited the game's mechanics, targeting the intended audience using Tiled and Figma.
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Developed intuitive user experience and interface, ensuring clarity and ease of understanding for players.
Notably, the game was so well received by players that "The Amazing World of Gumball" community created a dedicated wiki page for it. Many players have openly admitted that this is the best game ever created for the IP.
LION-O'S QUEST
Action Platformer
Lion-O's Quest is a multiplatform game hosted into the Cartoon Network's platforms. I led the game design process, establishing the key pillars and overall gameplay vision from ideation to delivery.
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Developed detailed documentation to keep all departments on the same page with the game's systems and direction.
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Designed the overall systems including gameplay mechanics, levels, economy, and combat, offering players strategic choices and customization.
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Collaborated with engineering to create tools in Cocos2D that streamlined the development of similar games, improving efficiency.
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Integrated contributions from all departments to ensure a cohesive and well-rounded game experience.
HOME ALONE SURVIVAL
Management/Survival
Home Alone Survival is a multiplatform game hosted into the Cartoon Network's platforms. I led the design vision from concept to release, successfully pitching the proposal in a competitive environment.
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Defined the core gameplay loop focused on a heavily systemic progression and resource collection, ensuring an engaging experience despite limited development resources.
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Designed all aspects of the game, including scenarios, progression systems, difficulty balancing, and user experience/interface using Figma and Google Docs.
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Crafted a gameplay experience that was intuitive for players, allowing them to easily grasp mechanics similar to other familiar games.
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Received high praise from the client and players for delivering a low-complexity, high-depth system tailored to the target audience.
TECHNICAL DOCUMENTS
GDD SAMPLES
I've created extensive and clear documentation for complex games in order to keep the team aligned and unify information over time. The following gallery shows sample of GDD slides I've created for the games in which I've contributed to.
VARIOUS TITLES
I've worked and adapted to diverse business strategies, client requests and genres under tight constraints and leading the route to successful outcomes. The following list displays a list of most of the games I've been lucky to contribute to, feel free to check it out.
PLAY NEON HOP
This prototype was made to explore the concept of creating an engaging game consisting of one single input. The objective is to create a game easy-to-learn yet hard-to-master and grasp elegance in design.