Resume
Summary of Qualifications
Creative and detail-oriented professional with extensive experience designing immersive gameplay systems, crafting compelling narratives, and building engaging player experiences. Proven ability to lead cross-functional teams, manage project lifecycles, and deliver high-quality games on time and within budget. Skilled in utilizing industry-standard tools like Unity and Unreal Engine, developing comprehensive design documentation, and analyzing player feedback to refine mechanics and features. Dedicated to innovation and collaboration, driving the creation of memorable games that captivate audiences and achieve commercial success.
Experience
Gala Games - Lead Game Designer
(August 2023 - December 2024)
● Designed and directed gameplay mechanics, systems, and user interfaces to deliver engaging player experiences across
multiple game platforms.
● Coordinated with cross-functional teams, including engineers, artists, and designers, to ensure alignment with project goals
and creative vision through JIRA epics.
● Created detailed design documentation, prototypes, and wireframes to communicate concepts, and maintain consistency
throughout the development cycle.
● Analyzed player feedback and performance metrics to refine gameplay elements, improve usability, and enhance overall
user satisfaction.
Core Loop Games - Lead Game Designer
(November 2021 - November 2022)
● Developed core game mechanics, level designs, and user interaction systems tailored to enhance player engagement and
retention.
● Led design teams in the creation of game features and assets, ensuring alignment with the creative vision and project
timelines.
● Produced detailed game design documentation, including mechanics, character design, and progression systems, to guide
development processes.
● Conducted iterative testing and incorporated player feedback to optimize gameplay balance, functionality, and overall
experience.
WIMO Games & Kingsisle Entertainment - Senior Game Designer I - Doomsday Goonz & Unreleased Projects
(January 2020 - October 2021)
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Principal Designer for unreleased project, improving game design process, delegating feature documentation, and working closely with engineers and artists to successful complete weekly milestone goals
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Operating as interim Lead Game Designer, mentoring other designers, sharing mobile design best practices, and restructuring Doomsday Goonz data architecture improving useability by 50%
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Training designers on spreadsheet and data management to improve validation and scalability
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Analyzing the mobile game market, championing new game ideas, collecting and acting on team feedback, leading weekly team updates and progress, and incorporating success systems or developing better meta-systems for multiple prototypes
Rumble Entertainment - Content Game Designer - Alliance: Heroes of the Spire
(May 2018 - August 2019)
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Conceptualized, designed, and implemented over two hundred heroes for Alliance’s monthly hero event
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Directed Alliance’s content development and milestones, involving cross-team scheduling and producing high-quality heroes within tight weekly timelines
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Reported, analyzed, and tuned Alliance weekly events to improve player experience and engagement by 15%
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Collaborated on design documents for game features, focusing on new avenues for revenue and enhanced gameplay experience
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Built designer tools and work closely with engineers within Unity to improve content output by 50% for an unannounced game
Super Evil Megacorp - Senior Game Designer - Vainglory
(April 2016 - April 2018)
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Lead and managed the creation, implementation, and design of Vainglory’s talents and talent system
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Designed and implemented over ten Vainglory champions through rapid prototyping, creating new, diverse, and unique gameplay experiences
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Orchestrated cross-team workflow reorganization and improved design framework to better hit aggressive weekly deadlines
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Collected and analyzed feedback from fellow developers and professional and casual players to further improve each champion’s design direction for e-sports balance and global resonance
KIXEYE - Game Designer - War Commander
(June 2015 - April 2016)
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Operated with the product team to design and implement numerous gameplay features which increased monthly revenue by 5%
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Established several design tools with the engineering team which reduced the content creation process by 50% and allowed higher quality event maps through validation and reviews
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Created and iterated over five hundred War Commander attack bases and defense waves for monthly events
Senior QA Analyst - War Commander (June 2013 - May 2015)
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Supervised daily feature testing, influenced workflow standards, and mentored team members on design philosophy and processes
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Analyzed and tuned monthly event storefronts and pricing to provide users with a clear and better experience
Idle Games QA Manager - Idle Worship, Video Poker, and Fresh Deck Poker
(March 2011 – April 2013)
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Lead quality assurance team to tackle hundreds of tickets within tight weekly deadlines
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Supervised all operations management duties for various build environments and monitored live server stability
Education
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De La Salle University, BS in Computer Science - Software Engineering