Game Designer at ARROWHEAD GAME STUDIOS (2025-05 – Present)
I work on progression features, player motivation, and meta systems, such as the Galactic War. My focus is on delivering impactful features that align with player needs and long-term goals.
- System design: Iterating on existing features and pitching ideas for new features, expanding on the Galactic War. Create missing documentations for existing features, such as the Galactic War itself.
- Economy design & MTX: Backend implementation of items in Live environment, including medal pricing for Warbond items and expanding the backend tool. Giving feedback on data dashboards and creating a MTX report.
- Design process: Assist the team to work on the design process, giving input on improvements, as well as team-wide communication, such as suggesting a form for design documentations, and creating a Feature Map.
Game Designer at UBISOFT (2019-12 – 2025-05)
I was the go-to person for many areas of the game. I know all the details and features, and I also worked on the big-picture. My biggest success was to keep my topics and feature teams on track and ship under harsh conditions.
- System design: gameplay features, multiplayer features and progression features. From ideation to concept, production, release & beyond, I took ownership of several major topics, like POIs, trading, territory, matchmaking, game modes, player level, player endorsements, and many more.
- Economy design & MTX: reward balancing, shop content design & backend implementation, pricing, player challenges & achievements. Includes weekly balancing & content design, as well as regular maintenances, and a big shop rework, all under my direction.
Game Designer at WINCH GATE Pty Ltd (2017-10 – 2019-12)
I know the game and the community quite well, so I was able to jump on big topics really quick. I initiated and took ownership over many different areas. My biggest success was to improve the player engagement and to increase the revenue.
- System design: Pitching several features and designing them. Setting milestones for feature teams and building scripts via in-house tool.
- Storytelling: Pitching multiple questlines and events, authoring stories from scratch, added ~8 hours of content.
- Level Design: Iterate on the open world for questlines & events. Work on a PvP feature, reworking a high-level region.
- Economy design & MTX: Work closely together with the company and project management to introduce a new flexible subscription model, increasing the revenue.
- Live Events: Play in-lore characters to enrich the world and create unforgettable player experiences.
- Community Management: Close contact to players, via forums and ingame. Evaluate surveys and create a digital BTS magazine, including developer interviews and Q&As.
- AI design: feature design, strategy and behavior design. Defining high-level AI design, creating low-level AI strategies & behaviors, implement via in-house scripting tool in close contact with programmers.
- Tracking: gameplay and in-game shop data tracking & interpreting. Analyzing data to balance and design gameplay features and shop items, including the creation of regular MTX reports.
- Ownership: leading feature teams in close contact to directors. Including topics like cross-promotion between multiple titles, Twitch drops, pitching new game and feature ideas.