The projects I've been fortunate enough to be a part of. The descriptions are brief but let me know if you like to know more.
Responsabilities: Optimized the onboarding, the levels the mechanics and the art for the core content. Tweaked and created ~800 levels, mentored game & level designers and revised the workflow, pitched new in-game features and game ideas.
Personal Achievements: Changing excisting Powerup mechanics to fit benchmark making it intuituive to players, restructured the difficulty curve for an more organized and improved user experience.
ROLE
Game/Level Designer
CLIENT
Luau Games
DURATION
Dec 2022 - Present
Responsabilities: Optimized the onboarding, the levels the mechanics and the art for the core content. Tweaked and created ~1300 levels, mentored game & level designers and revised the workflow, pitched new in-game features and game ideas.
Personal Achievements: Through rigorous feedback I managed to greatly improve the overall performance, quality and velocity of the level designers.
ROLE
Game/Level Designer
CLIENT
GG Games (Judian)
DURATION
April 2021 - Nov 2022
Responsibilities: Improve the onboarding process creating and tweaking levels using experience and data through rigorous AB-testing, pitch new obstacles, objectives, events and game ideas. Analyze the overall user experience, detect areas in need of improvement and how that can be done. Provide constructive feedback on new and excisting features on all aspects of the game.
I personally went through and tweaked around 1900 levels and completly replaced ~900 of those.
Personal Achievment: During a period of ~6 months I managed to increase revenue on the first 200 levels by 500%
ROLE
Game/Level Designer
CLIENT
Magic Tavern
DURATION
Mar 2019 - Mar 2021
Designed and tweaked levels, pitched new design features, brought game from early concept to release, was responsible for the onboarding process. Mentored new designers and ensured that my immidiate team felt positive and included.
Designed and tweaked levels. Mentored new designers.
Designed and tweaked levels, pitched new design features, brought game from early concept to release, was responsible for the onboarding process. Mentored new designers and ensured that my immidiate team felt positive and included.
Designed the first 120 levels.
Personal Achievements:
Inventions in Candy Crush (classic): The Coveyor Belt.
Inventions in Candy Crush Soda: The 2x2 Guiding Missile mechanics for the Fish, Multiple boards, timed Unlimited Lives reward.
Inventions in Candy Crush Jelly: The Puffler and Monkling game mode (with/without Boss), Jelly Cubes blocker.
The goal of Planeto AB was to become the world's leading developer of online trivia and knowledge-focused entertainment experiences. Planeto Quiz was a online quiz game with modes for both single- and multiplayer. The aim was to combine RPG elements with a casual trivia.
My main responsability was to improve excisting features, add to the content and to come up with new and inovative features within the trivia genre.
ROLE
Game Designer
CLIENT
Planeto AB
DURATION
Nov 2009 - 2011