- At The Other Guys, I successfully delivered three annual seasons of episodic fantasy-mystery-adventure Journals of the Unknown, leading a team of 5 people, including a writer, community manager, artist, backend developer, and level designer, and several freelance translators.
- One such season was made entirely by myself in just one month (I wrote its script, planned it, budgeted it, got it approved, designed its levels / quests /interactions, wrote its dialogue, integrated its assets, including sounds and bitmap images, programmed it, and playtested it (quite a challenge, but quite fun as well)).
- I became The Other Guys’ most adept at their custom proprietary editor / game engine, so much so that writers and designers from my team and others came to me for aid and training in its use.
- While working as a Lead Game Developer for Ivisa, I coordinated and designed, programmed, and animated several games and bonus stages for Roulette, Poker, and Bingo games for land-based casinos.
- I adapted these to responsive designs for online / mobile platforms by adapting UI, physics, and other behaviors from one game engine to another.
- I integrated their APIs that connected them to their respective servers and wallets.
- At Tilt Studios, I oversaw the entire production process of a language learning narrative mystery-adventure point-and-click text-based game, from conception to release.
- I led a team of two designers, two developers, and two artists, taking charge of project and product management.
- I carried out hands-on tasks such as systems design, quest design, level design, worldbuilding, scriptwriting and storytelling, character design, asset production and integration, behavior programming, localization / translation, playtesting, sound / music design, community management, video editing, and marketing.
- At FBM, I relocated to Malta and oversaw the production of several iGaming products, including a soccer-themed Crash game starring the acclaimed Ronaldinho Gaucho, as well as several Bingo, Table, and Slots games.
- Built in the adaptable Godot engine, these products were able to deliver responsive designs that adapt to mobile as well as desktop and gaming cabinets.
- I advised the commercial team regarding products and their viability in markets including LATAM, Europe, Africa, and Asia, for which I devised a market research database introducing the concept of “moods”, a new axis of product analysis adding to theme and bonus features, that allowed my team to successfully identify which games would do well in each market.
- At Trudan Studios, I successfully delivered the Alpha release of Kuroro Wilds, a web3 browser-based fantasy-adventure roguelike, part of the Kuroro Beasts ecosystem of interconnected creature-collecting games.
- The first bi-weekly seasonal release saw over 2M pre-registrations and grew from 100~120K DAU in just two weeks, all the while coordinating the production of its successor project, which included lifesim / farming and crafting.
- I went on to lead the seasonal release of Kuroro Beast Brawl, a turn-based PvP arena live championship game, for which I designed and oversaw the implementation of several features, including brand-new P2E and seasonal progression mechanics, compatibility with Telegram MiniApp and mobile PWA, as well as integration with different blockchains, expanding the user base and payment options to increase revenue.
- I then devised a system to P2A point reward system based on the amount of off-chain Beasts as well as NFT Beasts, providing a progression mechanic, rewarding NFT owners, incentivizing further NFT purchases, solving stale META, and solving the issue of seasonal persistence, all in one fell swoop.
- At WRKS Games Singapore, I designed and produced systems, combat, economy, and progression for three games made in Unreal Engine and Unity, achieving scalable solutions for the products’ entire lifecycle in the span of two months.