Nadav Pechthold
I’m Nadav Pechthold, a Senior Game Designer with 12 years of professional experience, including 9 years designing combat systems, abilities, AI behaviors, and competitive gameplay for The Elder Scrolls Online.
About
I’m Nadav Pechthold, a Senior Game Designer with 12 years of professional experience, including 9 years designing combat systems, abilities, AI behaviors, and competitive gameplay for The Elder Scrolls Online. I enjoy building and iterating on large-scale systems end-to-end—pitching ideas, rapid prototyping, implementing features, and balancing them for real player outcomes.
Across live and in-development environments, I’ve led roadmaps for major MMO content, contributed to the creation of core gameplay (including a full class design and multiple ability systems), and improved competitive and progression experiences through data-driven adjustments. I’m also experienced collaborating across teams, mentoring teammates, and turning complex design goals into clear documentation and practical pipelines.
- 12 years' experience
- Joined October 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
More experts in Ellicott City, United States
Work experience· 4 roles
Owned combat system design across a live MMO, including pitching, prototyping, implementing, and balancing large-scale gameplay content. Led the roadmap and development for 300+ item sets, reducing player falloff by 29%. Co-designed the Necromancer class, creating 22 abilities and driving systemic integration to deliver one of the most adopted classes. Drove Destruction Staff skill-line rebalancing, increasing skill usage by 21% among tanks and bruisers. Led competitive framework work for ESO’s deck-building card game and starter/advanced decks, supporting 838,000 matches within the first three weeks of launch. Contributed to 33 updates including 8 major DLCs, and mentored junior teammates by documenting development pipelines to speed onboarding.
Owned itemization for Game of War and Mobile Strike, improving player engagement and monetization. Built the Fast Craft system for Game of War, increasing consumable use by 30%. Created an internal Gear Backlog to accelerate item implementation and improve production efficiency.
Designed daily and weekly events, contributing to an 11% increase in daily active users. Balanced the in-game economy to support long-term engagement while reducing player frustration related to spending real and in-game currencies. Shipped Guilds and Co-op Mode, helping drive community building and the formation of fan-made forums.
Education
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