9 years in game development and a lifelong passion for design…

My professional career includes 4 years as a Mobile Game & Level Designer and 5 years of working in Quality Assurance, where my focus has always been on delivering the best possible experience to the player.

I believe that if we as game developers don’t hold that as our number one goal, we are failing our mission by default.
You can develop the best monetization and acquisition strategies, the most sophisticated back-end or user-facing systems known to humankind — but if your core gameplay experience is not engaging, meaningful, or easy to understand for the player, those things will mean nothing in the end.

With this in mind I always ask myself with every design decision I make; “Is this feature or UX as simple and straightforward as it can be without sacrificing the fun?”.

During my years as a game designer, I had the privilege of working with many amazing and talented team members from every professional branch. I have picked up a lot of different skills by having worked on numerous projects at Lion Studios and Game Circus ranging from the classic Coin Dozer, where I delivered engagement and monetization features, collaborations between Game Circus and Sony Pictures on Shark Tank Tycoon, where I helped design complex spreadsheets, and working on several market fit projects for Lion Studios such as Tap Jam, Triple Match 2D and Wasteland Hero.

Besides my experience at Game Circus and Lion Studios, I also worked as a freelance-level designer for Project Flight School on projects such as Rumble Match.

Through my journey I have been exposed to many aspects of design, be it collaborating with other designers, teams of varying sizes and from departments including art, programming, QA, product managers, user acquisition, and external second and third party developers.

And with all that being said…