About
Junior Game Designer focused on designing, shipping and iterating multiplayer gameplay systems with a strong emphasis on clarity, pacing and player motivation.
My work is driven by understanding player behavior, identifying friction points and solving them through clear systems design. I actively analyze successful multiplayer and UGC games to understand why they retain players and how their core loops, economy and progression systems work together.
I’m comfortable working in live environments, iterating quickly based on metrics such as CTR, impressions, retention and engagement, and translating raw data into actionable design improvements.
Projects
Super Squad – Session-Based PvP Arena
Fast-paced PvP arena focused on short sessions, high readability and immediate engagement. Iterated using CTR and early drop-off analysis to improve onboarding and retention.
- • 339,931 impressions
- • 10,782 clicks
- • 6,948 plays
- • CTR: 3.17%
Mega Red vs Blue – High-Scale Team Deathmatch
Large-scale team-based combat experience designed for mass appeal and stable pacing. Balance changes focused on session length and reducing player churn.
- • 1.29M impressions
- • 26,730 clicks
- • 16,675 plays
- • CTR: 2.06%
Chaotic Battle – Viral Multiplayer Experiment
Novelty-driven multiplayer concept testing chaotic combat and replayability. Strong CTR confirmed effectiveness of the concept.
- • 567,693 impressions
- • 17,066 clicks
- • 11,179 plays
- • CTR: 3.01%
Gameplay Systems
Combat Economy & Ability Purchase Loop
A combat-driven economy system where players earn currency through eliminations and reinvest it into temporary power-ups. Designed to reinforce aggressive play, clear risk–reward decisions and fast pacing. Temporary upgrades prevent snowballing while keeping each match dynamic.
Rank Progression & Skill-Based Scoring
A performance-based ranking system where kills and deaths directly impact player rank. Provides clear feedback, short-term goals and visible long-term progression. Encourages skill improvement through transparent scoring rules.
Timed Rewards & Retention Loop
A time-based reward system built to support player retention and session length. Visible countdowns create anticipation and clearly communicate reward timing. Encourages repeat engagement without disrupting core gameplay flow.
Environmental Reset Timer
An animated global timer communicating upcoming world resets to the player. Improves readability, pacing and decision-making before environmental changes. Reduces frustration by preparing players for system and map state transitions.