Game Designer and Unity developer with 3+ years of experience building gameplay systems, prototypes, and interactive experiences. I focus on turning ideas into simple, engaging gameplay and improving them through testing and iteration.
I have experience working on both game and educational concepts, including designing systems that help players learn through interaction. I enjoy working with story-based ideas, decision systems, and player progression.
Comfortable working independently or with teams, and always focused on clear communication and delivering practical results.
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Moo Monster is a mobile game where players collect monsters, build teams, and progress through battles.
In this project, I worked as a Game Designer focusing on gameplay systems and balance. My main role was to make sure the game feels fair, fun, and keeps players engaged over time.
Main work:
Designed and balanced combat systems (damage, skills, enemy difficulty)
Created EXP curves and progression system for players
Designed gacha system including drop rates and reward tiers
Built balance tables in Excel to test gameplay outcomes
Designed quest system with rewards and progression flow
Worked on PvP balance and reward structure
Reviewed player feedback and adjusted systems to improve experience
Collaborated with programmers and artists to implement updates
I focused a lot on numbers and iteration, testing different values and improving the system step by step.
This project helped me understand how to balance a live game and work with a team to improve gameplay over time.
Atomicon is a gameplay prototype where players use elemental powers to fight and solve challenges. The idea is to make learning feel natural through gameplay.
In this project, I designed and built core gameplay systems using Unity (C#). I focused on making systems simple to understand but interesting to play.
Main features:
Combat system with elemental skills (fire, water, etc.)
Status effects system (wet, burn, freeze, etc.)
Enemy AI (chase, attack, react to player)
Player progression and abilities
Simple UI for skills and gameplay feedback
I built small prototypes and tested them many times to improve game feel and clarity. I also worked on balancing gameplay and making systems easier for players to understand.
This project helped me learn how to take an idea, make it playable, and improve it step by step.
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