About Me
I've been obsessed with games for as long as I can remember. What started as a passion became a career in 2005, when I took my first steps as a game designer for handheld devices — back when mobile gaming was still figuring out what it wanted to be.
Since then, I've lived through every twist and turn of the industry. Shipped titles. Killed titles. Learned from brilliant people. Made expensive mistakes. And slowly became someone studios call when they need their game economy to actually work.
In 2022, I founded PlayValue.pro — a consultancy to help studios align monetization with creative vision. That journey evolved into something I'm even more excited about: a professional Game Economy Design course built around real systems, real tools, and real outcomes.
Early 2025, I joined Rovio to lead design on one of their flagship Angry Birds titles. Twenty years in, and I'm still learning. Still building. Still obsessed.
Companies I've Worked For
A mix of AAA studios, indie teams, and startups — each one shaped how I think about design, leadership, and what it takes to ship.
Games I've Worked On
Every title below I worked on hands-on, embedded with the team. Some I joined from day one and saw through to world launch. Others I came in during live ops, helping stabilize, evolve, or scale what was already in players' hands.
- Defined design pillars and creative vision for a live title with over 12 years of longevity
- Stabilized core KPIs through rapid updates and close collaboration with Product Management
- Coordinated across engineering, art, and QA to ship changes cleanly into production
- Led end-to-end design of new features and content updates for a top-grossing mobile title
- Designed and balanced breeding, collection, and progression systems
- Worked alongside monetization and data teams to optimize economy performance
- Mentored junior designers and established design documentation standards
- Designed and balanced the card collection economy including packs, rewards, and trading systems
- Modeled resource flows to ensure sustainable long-term engagement for collectors
- Collaborated with licensing and product teams to align economy with IP release cadence
- Designed the digital collectible economy across multiple Disney-licensed card sets
- Balanced scarcity, drop rates, and seasonal events to drive collection completion loops
- Supported cross-title economy consistency alongside the Star Wars Card Trader systems
- Focused entirely on the meta layer of a new IP, leaving core gameplay to other specialists
- Designed vehicle and character progression systems, including upgrade paths, unlock curves, and long-term advancement loops
- Designed the competitive meta: league structure, trophy systems, and the reward economy that surrounds player-vs-player progression
- Created the original game concept, core mechanics, and creative vision from scratch
- Designed the spell-drawing interaction system and its competitive multiplayer loop
- Drove design from pitch through full production, maintaining the core concept integrity
- Refined and deepened the core gameplay by adding special abilities and a delightfully unhinged narrative layer
- Designed level progression, difficulty curve, and unlockable content structure
- Collaborated with a small team to ship a polished, self-contained mobile experience
- Led design of a casual mobile title combining bubble shooter mechanics with a collectible meta
- Designed the wizards collection and upgrade systems driving long-term progression
- Created, balanced and adjusted all levels to support both free-to-play and paying players
- Led design of a mech-building RPG with deep crafting and combat progression systems
- Designed the gear economy, loot tables, and resource sink-and-faucet loops
- Guided a cross-functional team through feature design, balancing, and launch preparation
- Led the design of a mobile hunting game set in a prehistoric open-world environment
- Designed weapon progression, mission structure, and energy-based session economy
- Balanced monetization touchpoints to support player engagement without disrupting flow
- Designed the play-to-earn token economy and NFT item systems for a Web3 action RPG
- Modeled inflation controls, item sinks, and reward distribution to ensure economic sustainability
- Collaborated with blockchain engineers to translate economy design into on-chain mechanics
- Designed table layouts, scoring systems, and special event triggers for a mobile pinball game
- Contributed to the narrative meta layer blending hidden-object puzzles with pinball gameplay
- Contributed to the design of a mobile adaptation of EA's flagship American football franchise
- Designed game modes and tuned the on-field gameplay feel for touch controls
- Adapted the classic Scrabble IP into a fast-paced mobile arcade experience
- Designed power-ups, scoring escalation, and difficulty progression for mass-market audiences
- Iterated on Real Soccer 2009, evaluating what worked and what needed rethinking to improve the overall user experience
- Identified friction points in controls, match pacing, and progression flow, proposing targeted changes that preserved player familiarity while raising quality
- Contributed design documentation for a mobile Hidden Object game
- Focused on worldbuilding and lore, establishing the narrative context that gives meaning to the objects and locations players explore
Guest Lecturer & Speaker
I've delivered lectures and workshops on game design, economy systems, and the industry at leading universities and incubators.
Design Methodology
I combine two tools to design robust, testable game economies before a single line of code is written.
Machinations
I use Machinations to visually model and simulate game economies — resource flows, feedback loops, and balance dynamics — catching design flaws early and communicating system intent clearly across the team.
Claude AI
Once a system is balanced in Machinations, I use Claude to build playable prototypes of it — so I can actually feel whether the economy works, not just trust the numbers. Simulating is one thing; playing it is another.