MATEJ
DUBEC
SENIOR GAME DESIGNER

ABOUT

Senior Game Designer with 6+ years of experience shaping player experiences through systemic design and long-term thinking. Experienced across F2P and premium titles on mobile, PC, and console.

EXPERIENCE

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.

Game Designer

Alda Games

NOV 2020 - SEP 2023

• 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.