Three years in the high speed world of F2P Mobile Development.Whether it’s working with major brands such as Marvel, or releasing top earning titles like Game of War and Mobile Strike, my career was built on a foundation of live service mobile titles.
Game of War: Fire Age
Machine ZoneI worked as a Game Designer of Game of War during its time as top grossing game on both the Apple and Android stores. My responsibilities were to create rewards to stimulate and engage players while also building new features and systems to drive monetization and internal organization. My accomplishments included:
Shipping over 50 unique player rewards to be earned in-game or purchased via our in-app store, resulting in more player spending among our top spenders
Creating the Reward Backlog System, giving developers an easier way to create and monitor in-game items and rewards, resulting in less development time spent generating rewards and more development time on new features
Prototyped and implemented the Fast Craft system, giving players a tool to quickly convert junk items attained from bulk in-app purchases into useful gear, resulting in a significant steady increase of in-app purchases
Mobile Strike
I was part of the initial development team for Mobile Strike, setting the initial power levels and rewards. I created the initial run of rewards, working with artists to create a library of realistic gear and weapons to be used over the game’s first year. My accomplishments included:
Shipping over 30 unique rewards to be earned in-game or purchased via our in-app store, as well as building a year-long backlog of future rewards, resulting in a strong launch-year of high spending and reward chasing
Balancing combat values for launch and calculating predictive power creep over the first few years to insure players will always have new items to chase, but not isolating players who take short breaks from the game
Spider-Man: Unlimited
Spider-Man is the biggest brand I’ve worked under. Communicating with Marvel, I designed characters based on costumes and alternative versions of Marvel’s biggest super hero. I was the event owner, creating daily and weekly events to drive player engagement. I also worked on several new features, from concept to launch. My accomplishments included:
Designing new character abilities based on the Spider-Man IP, leading to excitement among Spider-Man fans, driving in-app purchases for popular variants
Creating daily and weekly events: map layout, reward structure, and theme, often collaborating with Marvel comics so that in-game events tied to comic book releases, resulting in higher engagement among both casual players and competitive players
Creating the pitch and UI for Guilds and Battlefronts, features that drove community among players by introducing cooperative and competitive gameplay options
Machine ZoneGameloft