Games

Lead Game Designer / Producer

Interstellar Legends

Release Date: March 2026
Genre: Mobile 2D Turn Based RPG Gacha
Build: WebGL, iOS, Android, Windows

Joined as a Game Designer and later took over as a Lead Designer, strictly following the stakeholder’s vision in an agile approach while leading the entire team through production.

  • Guiding department leads, creating cross-department tasks.
  • Reworking Shop, and adding features to match industry standard: Battle Pass, Daily Missions, Forge (crafting), Inbox, Inventory, Tower of Ascension,
  • Redesigning Galaxy and setting up documentation for a new prototype.
  • Setting up unit data, balance foundation, economy, planet data, progression difficulty, team data.
  • Revamped our summoning system into a gacha banner system.
  • Adding new player tutorials, revamping tutorials based on analytics data.
  • Providing Figma grayboxes for new menus, simplifying runes, modernizing character collection menu.

Aug 2022 – April 2026

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 reusing Insterstellar Legends.
  • 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.
  • Created the foundation of the narrative (dark fantasy), and collaborated with the writing and art leads to ensure a cohesive story and engaging characters.
  • Established the project’s Confluence as GDD, defining features, systems, monetization, and LiveOps strategy aligned with production capacity.
  • Guided designers to create prototypes (basebuilder, romance) and confirm modular 3D scene approach for event scalability.
  • Collaborated with Art and Dev leads to prepare and break down major features into smaller tasks, and create asset list.
  • Set the economy foundations, character skillsets, equipment data, initial progression, and balance guidelines.
  • Defined UX requirements, collaborating with the UI artist to create a fully fledged Figma prototype.
  • Unfortunately the project has been cancelled Nov 2025.

Oct 2024 – Nov 2025

Game Designer

Slash the Hordes

Experimenting with Cocos Creator to research how lightweight we can make webGL games, creating a Vampire Survivor clone. Collaboration with Martin Kral who built all code while I covered design and data.

Oct 2022

Future Content Designer

Avengard

Consulting on Third Person View MOBA.

  • 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.

  • 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:

A top-down puzzle adventure of managing light, building pathways, and exploring the world in order to restore light and fight against the shadows.

  • Used Unreal Engine’s Blueprints to build the game.
  • Made in 12 days for Black & White Jam.
  • Collaborated with a 3D artist and sound composer.

World of Thymeria

  • Prototyped a few basic game systems using Blueprints.
  • Grayboxed a large starting area.

Apr 2022

Founder / Texture Artist

Second Life Cosmetics

Founder and texture artist of a brand on Second Life virtual platform, where I worked for years creating cosmetics in a User Generated Content 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 having seams that had to be pixel perfect. Each skin required variants to support different types of custom body models.

May 2016 – Sep 2022