Adalat Samadov
I’m Adalat Samadov, a game designer and level designer with 3+ years of experience creating and improving mobile F2P games.
About
I’m Adalat Samadov, a game designer and level designer with 3+ years of experience creating and improving mobile F2P games. I specialize in player flow, live operations, and data-driven balancing—turning economy and progression systems into compelling experiences that keep players engaged across updates.
I’ve worked remotely across distributed international teams, using Unity to design and document features end-to-end. From owning free-to-play economy tuning and seasonal reward structures to running A/B experiments and iterating on progression curves, I focus on measurable improvements to core KPIs while maintaining clear design handoff for engineering, art, and QA.
- 5 years' experience
- Joined January 2026
Languages
- EnglishFluent
- RussianFluent
- AzerbaijaniFluent
- TurkishFluent
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Professional Services
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Work experience· 10 roles
Owned design and balancing for the F2P game economy: mine progression, Super Manager ability sets, seasonal reward structures, currency sinks, and KPI monitoring across seasons. Planned and executed live operations content cycles, coordinating weekly event mines, seasonal themed events, and limited-time Super Manager releases to sustain engagement for a post-launch player base with 250M+ downloads. Authored and documented A/B experiments to validate economy and progression hypotheses, tracked results using live player data, and translated findings into actionable balance changes in weekly update cycles.
Designed and prototyped midcore-leaning hyper-casual concepts in Unity, rapidly iterating from mechanics into testable builds. Focused on F2P retention loops and monetisation hooks, applying data-driven optimization to level progressions and difficulty curves. Analyzed drop-off points, ran design experiments, and tuned reward timing to improve early-session retention, while improving mechanic legibility and loop clarity across multiple concurrent concepts.
As a Level Designer on remote support-based projects, assisted external studios with level design and gameplay improvements. Designed and structured playable maps based on narrative and gameplay requirements. Created level documentation and defined tasks for programmers and 3D artists related to mechanics and interactions. Managed level flow, triggers, and player guidance while delivering polished levels within deadlines.
Education
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