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Game Design

With almost three years of experience in F2P mobile games genre I am highly skilled game designer specialized in casual games. I often combine my game and narrative design skills to create positive project impact. This method proved quite effective for my team members and in the end, for all the game's players and their playing experience.

EXAMPLES OF MY WORK

  1.  Twin Moons: Object Finding Game (G5 Entertainment)  - creating GDD documents for small 30 minutes adventures (HOPA) within every new game update. Leading implementation of these tasks with a team of 2D and 3D artists, programmers and QAs. Supervising all narrative tasks on the game. The game had regular monthly updates so it was important to keep everything up to the schedule.
  2. Zodiac Arcana (Nanobit) - My last completed project on which I worked from its inception phase to its final publishing. Hidden object game with a great emphasis on a narrative side. Since I was the main game designer I deconstructed and designed various game systems which were implemented into the game. I was writing feature specifications and making sure that my designs were reasonably demanding for the art department. I also took cate to specify precious details for my programming team members in order to avoid any development mistakes. When my schedule allowed it, I also wrote main game storyline and I designed game's quest systems.
  3. Various smaller projects - During these three years I've also worked on various smaller projects as a support role. These projects mostly included time management and adventure genres.   Going through different types of game designs and balance tables helped me understand what's common for all types of games and how good design rules can be applied to every project.

DESIGNER'S TOOLBOX

If you meet a game designer and that person tells you they don't like Excel or Google Sheets, sound the alarm.

What I like the most about game design is this unique junction of creativity and mathematics. Half of my work requires being proficient with Google Sheets where I make "the magic" work in the language of numbers, formulas and relations. Almost every specification I write is followed by a sheet table where I give proper numbers for my programming team.     

Mockup Creation

To communicate my ideas effectively, I also use mockup tools like Lucidchart in order to make a simple and clear sketches which visualize main GDD points.

Unity Backgroud

Finished "Machina Academy: Unity course" in order to understand my programming colleagues better and to develop programming mindset.

Team Cooperation

To be a good game designer means that I have to know how to communicate with artists, programmers, writers and QA.

INSTRUCTOR

I also work at the Machina Academy as an instructor for "Game and Narrative design".

I developed my own curriculum for a 50+ hours course where I teach about my two favorite passions. I want to give my students a solid springboard into the world of game development. While working with students, I also solidify my own knowledge of these subjects and develop further my soft skills.

As one of my ex colleagues said, she decided to pursue writing career in gaming because I inspired her to do so. I was deeply touched by that and I hope her life turned better because of that.