Senior Game Designer
Bohemia Interactive
SEP 2023 - PRESENT
• Led the Game Design department on Vigor (F2P console & PC extraction shooter), defining product vision and long-term seasonal direction.
• Directed a full weapon system overhaul, redefining combat balance philosophy and improving sandbox consistency.
• Architected recurring LiveOps structures aligned with retention and seasonal cadence.
• Owned progression, monetization, and systemic feature design including Crafting, Random Events, Donation HUB, and Battle Pass improvements.
• Contributed to the Vigor PC port by shaping control schemes and settings architecture tailored to platform expectations.
• Since Jan 2025, leading design of foundational service-layer and moderation systems for Arma 4, focusing on scalability, reliability, and long-term ecosystem stability.
Game Design Consultant
Charged Monkey
JAN 2024 - MAR 2024
• Provided early-stage consulting on core gameplay systems, worldbuilding structure, resource systems, and balance for Train King: Tycoon.
Game Designer
Highrise Studios LLC
AUG 2023 - NOV 2023
• Designed a scalable enemy wave spawning system for Degenheim, enabling rapid iteration of arena encounters.
• Balanced early-game arenas, establishing foundational combat pacing and difficulty curves.
• Designed and owned complete resource and production systems for Transport Tycoon Empire, defining production chains, costs, dependencies, and progression logic.
• Created 9 visually distinct regions and 12 large-scale biomes, establishing thematic identity and progression-driven gameplay composition.
• Designed 7 boss encounters for Zombero from concept to implementation, including mechanics, combat patterns, and structural balance.
• Built modular enemy wave systems and balanced arena difficulty curves across multiple titles.
• Designed 100+ vehicles and buildings, defining rarity frameworks, naming conventions, and clear gameplay differentiation.
• Developed LiveOps frameworks and in-game service systems supporting long-term engagement.
Level Designer, QA Engineer
Alda Games
JUN 2018 - NOV 2020
• Designed quest-driven environments for The Walking Zombie 2, aligning level layout with combat flow and narrative progression.
• Built key gameplay locations including Norman Farm, City of the Sun, and Abandoned Factory.
• Validated implementation quality, identified gameplay issues, and delivered structured design feedback to improve player experience.