Games

Lead Game Designer

“IL”

Joined as Game Designer and later took over as Lead Game Designer, including most Producer responsibilities.

  • Release Date: Q1 2026 (rushed)
  • References: Summoners War
  • Genre: Mobile 2D Turn Based RPG Gacha

Aug 2022 – Present

Lead Game Designer / Project Lead

Cancelled Project “SoF” Mobile F2P RPG

  • Conceptualized and successfully pitched a 2D Turn-Based RPG (Summoners War, Honkai Star Rail), securing greenlight by demonstrating high ROI potential through strategic code reuse.
  • Co-developed the production plan and master roadmap with the project manager and department leads, turned high-level features into granural tasks to maintain a steady pace for a 15-person team.
  • Authored the foundation of the narrative (dark fantasy), and collaborated with the writing and art leads to ensure a cohesive and gripping story and fan-favorite characters.
  • Established the project’s Confluence as GDD, defining all features, monetization plan, and LiveOps strategy aligned with production capacity.
  • Directed designers to create experimental prototypes (basebuilder, romance) and confirm modular 3D scene options for event scalability.
  • Collaborated with Art and Dev leads to prepare and break down major features into smaller tasks, and create asset list.
  • Architected the economy skeleton, character skillsets, equipment data, initial progression, and balance guidelines.
  • Defined UX requirements and menu descriptions, collaborating with the UI artist to create a fully fledged Figma experience.
  • Unfortunately the project has been put on hold as of Nov 2025.

Oct 2024 – Nov 2025

Game Designer

Slash the Hordes

Experimenting with Cocos Creator to find how light we can make games, creating a Vampire Survivor clone to see what can we do with it. Collaboration with Martin Kral who did code while I covered design, data, and we set up assets.

Oct 2022

Future Content Designer

Avengard

Consulting on Third Person View MOBA on the side.

  • Planning upcoming features for the MOBA Avengard
  • Assisting with the progression system and playtesting.

Aug 2022 – Sep 2022

Blueprint Programmer

Co-op ARPG Prototype

Assisted Keith Webster with online co-op ARPG prototype used in his application to join EA games, where he became Technical Designer.

  • Created Class Abilities through UE’s Blueprints
  • Assisted with character class design, balancing, and playtesting.

Jun 2022 – Nov 2022

Prototyping

Unreal Engine 5 Reel

Lightbringer:

  • Utilized Unreal Engine’s Blueprints to build the game
  • Made in 12 days of Black & White Jam.
  • A top-down puzzle adventure of managing light, building pathways, and exploring the world in order to restore light and fight against the shadows.
  • Collaborated with a 3D artist and sound composer

World of Thymeria

  • Prototyped a few basic systems with Blueprints
  • Grayboxed a large level

Apr 2022

Founder / Texture Artist

Second Life Cosmetics

Founder and texture artist of my brand on Second Life virtual world platform, where I worked for years creating cosmetics (user generated content and market)

  • Created assets for Second Life, with over 130,000 product sales.
  • Used Photoshop and Substance Painter to create avatar skins.
  • Collaborated with 3D artists and developers.
  • Ensured customer satisfaction with amazing customer support quality and the response time.
  • Processed feedback to iterate and future updates and releases.
  • Product publishing, marketing, and event collabs.

It required fully rendered lighting baked onto the diffuse map, with three separate UV maps 1024×1024 with seams that had to be pixel perfect. Each skin required variants to support different types of custom models.

May 2016 – Sep 2022

Other smaller games:
Pirate Seas (First UE5 4-day prototype, March 2022)