8 years in game development and a lifelong passion for design…

My professional career includes 3 years as a Mobile Game Designer and 5 years of working in Quality Assurance, where my focus has always been on delivering the best possible experience to the player.

I believe that if we as game developers don’t hold that as our number one goal, we are failing our mission by default.
You can develop the best monetization and acquisition strategies, the most sophisticated back-end or user-facing systems known to humankind — but if your core gameplay experience is not engaging, meaningful or easy to understand for the player, those things will mean nothing in the end.

With this in mind I always make sure to ask myself with every design decision I make; “Is this feature or UX as simple and straight-forward as it can be without sacrificing the fun?”.

During my years working as a designer I had the privilege of working with many amazing and talended team members from every branch, and picking up a lot of different skillsets by having worked on several projects in Game Circus — ranging from the classic Coin Dozer, where I delivered engagement and monetization features — Collaborations between Game Circus and Sony Pictures on Shark Tank Tycoon, where I helped design complex spreadsheets and to working with a small and incredibly talented prototype team where we laid a lot of the groundwork for rapid prototyping within Game Circus through four games with complete core loops within the span of 12 weeks.

Besides my experience at Game Circus, I also worked Freelance Level Designer for Project Flight School on projects such as Rumble Match

Through my journey I have been exposed to many aspects of design, be it collaborating with other designers, teams of varying sizes and from departments including art, programming, QA, product managers, user acquisition, and external second and third party developers.

And with all that being said…