My focus is on quick & iterative development and the systems and teams that enable it.

I’ve worked on over a dozen published games for mobile platforms, the web and the PC, managing project teams & design teams as game director and lead designer.

I enjoy teaching an undergraduate course on Game Design & Paper Prototyping, as well as mentoring other designers.

Cryptopolis

ROLES Game Direction, Game Design, Project Management
Client CFX Gaming
Platform Web
Genre Social Simulation, Life Simulation
Link CryptopolisGame.com

The challenge was to design a Web3 game where players would furnish their rooms with tradeable NFT items and play competitive minigames against each other, while spending and winning CPO, the game’s cryptocurrency.

The result is Cryptopolis, which we defined as The Sims Online meets Hotel Hideaway. I led the creative direction of the game from pre-production through to launch, while also managing team workflows and processes.

Investory

ROLES Game Direction, Game Design, Project Management, Writing, VO Casting & Direction
Client Fortech
Platform Mobile
Genre Adventure, Edutainment
Link Investory on Google Play Store

Investory is a adventure game for kids aged 6 and up, meant to teach basic financial concepts through engaging gameplay, while avoiding the “edutainment trap”. Players learn how to manage their money, optimize their spending and invest wisely, in order to help the game’s protagonist solve a series of mysteries on a faraway planet.

I created the concept, was game director and designer, wrote the story and dialogue, directed VO and managed the dev team.

Quarantine

ROLES Lead Game Design, Technical Design, Writing
COMPANY Sproing Interactive
PLATFORM PC (Steam)
GENRE Turn-Based Strategy
Link Quarantine on Steam

Quarantine was my second project at Sproing. 505 Games were looking for a 4X strategy game based on the concept of a deadly & contagious disease and a worldwide agency that fights against it, a cross between X-Com, Plague Inc. and Pandemic (the board game.)

I started as game designer and worked on a few prototypes, until halfway through the project I was given the lead. The final product was fun to play for a few hours, though due to the tumoltuous development it lacked in content and was more shallow than the vision we had for it. Still, I’m proud that we managed to get it out the door and break even.

Castle Siege

ROLES Lead Game Design
COMPANY Firebyte Games
PLATFORM Mobile
GENRE Casual Real-Time Strategy Game

Castle Siege was a line defense strategy game and the title I was hired to lead when I started work at Firebyte. There were numerous design and technical issues to deal with. We reorganized the project and made everything data driven, improved the performance and art design and moved all design levers to Google Sheets, enabling instant updates to balancing and economy numbers.

The game got good numbers in soft-launch and we sold the title to a bigger publisher.

KISS: Rock City

ROLES Game Design, UI Design
COMPANY Sproing Interactive
PLATFORM Mobile
GENRE Casual Role-Playing Game
LINK KISS: Rock City on Google Play Store

KISS: Rock City was meant to capitalize on the success of Kim Kardashian: Hollywood by applying the same gameplay formula to the KISS brand. This was the first project I worked on at Sproing Interactive and I was mainly responsible for some of the gameplay content (notably the rhythm minigame) and UI design and implementation.

It was the most casual game I’d worked on up to that point, and its audience was limited to fans of the band, but it was fun working on it regardless.

Digger: Race to the Core

ROLES Lead Game Design, UI Design, Project Management
COMPANY Transylgamia
PLATFORM Mobile
GENRE Idle Action/Puzzle Game
LINK Digger: Race to the Core on Google Play Store

This was my first full project as lead game designer, on a tiny four-person team. The idea was to create a casual puzzle game that had a simple & fun gameplay loop to hook players with and add an idle-clicker metagame to drive retention. The game is monetized via an energy mechanic, chest keys and a currency that allows faster progression.

Short term KPIs (up to D7) looked great during soft-launch. Sadly, Transylgamia changed their business model soon after, and Digger received no marketing budget or post-launch effort, which is too bad, as this was a promising title.

Caveman Clash

ROLES Lead Game Design
COMPANY Transylgamia
PLATFORM Mobile
GENRE Arcade/Action

Caveman Clash was an ongoing project when I joined the team at Transylgamia. The core loop was already there, but the game didn’t feel satisfying to play. I took over as lead designer and we worked on “juicing up” the game feel with the entire bag of tricks, from screenshake and particles to slow motion critical hits.

This made the game a lot more fun to play and is one of the few games from that era that I still have on my phone to this day. It’s never not fun to go in for a few minutes and take down some aliens!

Total Conquest

ROLES Game Design, Level Design
COMPANY Gameloft
PLATFORM Mobile
GENRE Real-Time Strategy

When I started at Gameloft Cluj, the entire team was working on a classic real time strategy game, Medieval Kingdoms. After the success of Clash of Clans, the MK project was repurposed to become Gameloft’s entry into the emergent base building & defense genre.

I started by designing many of the single-player levels, then created a system that allowed us to iterate & test balancing numbers much faster. I designed some of the defense buildings and units in the game as well as many of the game’s social features (Clans, Legion Wars, time-limited events, replay sharing, leaderboards) and a couple of minigames using the game’s scripting engine.

Prototypes