Skills

  • Leading cross-functional teams, presenting and communicating seamlessly across disciplines.
  • Comprehensive understanding of game production from pitch to live operations for F2P games.
  • Designing systems that connect the game into a coherent whole.
  • Creating and maintaining scalable economic systems and driving high-level objectives.
  • Passion for social design and helping players genuinely connect with each other
  • UX-driven design and wireframing.
  • Applying comprehensive user research and market analysis into actionable improvements.

 

Software

  • Unity, Unreal Engine
  • Adobe Photoshop, Adobe Illustrator
  • SketchUp, 3D Studio Max
  • Adobe XD, Figma
  • Excel, Machinations
guerrilla

Senior Social Systems Designer
February 2022 – Present
Amsterdam, NETHERLANDS

  • Currently working on an unannounced project.
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Senior Game Designer (Montreal Studio)
December 2020 – present
Helsinki, FINLAND

  • Currently working on an unannounced AAA sandbox game using Unreal Engine.
  • Feature owner in a cross-functional unit. Systems and tools design for core project pillars.

 

Design Craft Lead & Director (Battle Studio)
June 2020 – December 2020
Helsinki, FINLAND

  • Rallied the eight-strong design department and set up a new standard of excellence through coaching and goal-setting. Set up cross-project knowledge sharing programs for the designers.
  • Created a new studio strategy as a part of the leadership team and established a prototyping laboratory with three parallel teams.

 

Lead / Senior Game Designer (Battle Studio)
May 2017 – June 2020
Helsinki, FINLAND

  • Responsible for spearheading Battle Studio’s expansion into real-time PvP action genre across multiple prototypes.
  • Senior Game Designer on an unannounced real-time PvP action game using Unity. In charge of battle and economy systems.
  • Lead Designer on Phoenix Rangers, a mobile RPG using Unity, from concepting to live operations. Owned the creative vision and coordinated the design and QA teams.
omnidrone2

Senior Game Designer
March 2016 – March 2017
Barcelona, SPAIN

  • Worked on Titan Brawl, a mobile MOBA using Unity. Planned the first year feature roadmap and ensured live game growth by analysing data, identifying problems in key areas and implementing solutions.
  • Designed the social and event systems, and their economy.
wooga

Creative Lead / Senior Game Designer
August 2015 – March 2016
Berlin, GERMANY

  • Lead Designer on Jelly Splash. Set up a long-term feature roadmap and revitalized the project and the team.
  • Facilitated career development for level designers who wanted to design game systems. Organized workshops and one-on-one coaching sessions.
  • Participated in executive prototype analysis across all Wooga studios. Formalized design best practices and a prototyping pipeline.

 

Product Lead (Adventure Studio)
July 2013 – August 2015
Berlin, GERMANY

  • Responsible for delivering Agent Alice, a sequel to Pearl’s Peril, from pitch to live operations.
  • Built and led a cross-functional team of 24. Integrated a pipeline with external art-production studios.
  • Oversaw game and economy design throughout development and launch. Ensured live game growth.

 

Game Designer (Adventure Studio)
November 2011 – July 2013
Berlin, GERMANY

  • Created gameplay systems for Pearl’s Peril, a hidden object game. Designed reward and city management systems as well as user progression mechanics.
  • Composed the game’s narrative vision.
  • Oversaw production pipeline from storyboard to playable content. Ensured narrative compatibility with gameplay and resource limitations. Created three years worth of weekly updates.
vastfinal

Game Designer
May 2011 – November 2011
Toronto, CANADA

  • Worked on Written Legends, Cursed Memories CE, Nightfall Mysteries CE for PC and Mac.
  • Responsible for imagining worlds and translating them into hidden object puzzles and point and click adventures.
  • “Collector’s Edition” award from BigFish Studios were granted on two projects for their narrative and gameplay excellence.
cactus

Game Designer Trainee
September 2009 – December 2009
Mons, BELGIUM

  • Responsible for creating high-level game concepts and game design documents aimed at publishers and IP holders.
  • Conceived a GDD for the Creatures game series, which would later be greenlit and become Creatures Online.
logo1

Master’s in Game Design & Project Management
SupInfoGame
2009

 

Multimedia & Infography Technician
ETPA, 2005