

RESUME
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PROFESSIONAL INFO
Senior Game Designer with 6+ years designing and optimizing combat, economy, and LiveOps systems for top-grossing F2P mobile titles at Machine Zone (AppLovin). Experienced owning features from concept through post-launch optimization in large-scale live service environments. Strong background in PvP and PvE balance, progression modeling, virtual economy design, and retention-driven event strategy informed by D1/D7/D30, ARPDAU, conversion, and LTV performance metrics. I also have expertise in crafting engaging stories and experiences centered around game mechanics, level and narrative design. I have experience designing both single-player and multiplayer levels, and creating in-game cinematics that bring concepts to life. My work focuses on building immersive environments and experiences that inspire and engage players. Passionate about crafting engaging player experiences through innovative game, level, and narrative design.
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STUDIO RELEASES
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Final Fantasy XV: A New Empire (MZ - Live Service) - Combat & Systems Designer
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Final Fantasy XV: War for Eos (MZ - Live Service) - Combat & Systems Designer
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Reign of Vampires (MZ- Live Service) - Combat & Systems Designer
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Arizona Sunshine: Contagion Z (Nomadic) - Combat & Level Designer for LBVR
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Storyworld (Storyworld International) - Tester & Design support for literacy app helping children with learning Mandarin, Spanish and English.
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EMPLOYMENT
Machine Zone (Applovin) | Game Designer (11/2019-01/2025) https://www.mz.com/#1
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Owned long-term PvP and PvE combat balance strategy across live environments, tuning for engagement, fairness, and monetization sustainability.
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Designed and shipped seasonal LiveOps events and systemic features supporting content cadence and revenue beats.
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Built and maintained multi-resource economy and progression models to forecast currency flow, inflation risk, and monetization outcomes.
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Partnered with product and analytics to evaluate D1/D7/D30 retention, ARPDAU, payer conversion, and churn drivers — translating data insights into balance adjustments and feature iteration.
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Modeled resource sinks/sources and progression pacing to optimize long-term player lifecycle engagement and LTV.
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Conducted post-launch performance reviews, identifying feature-level revenue and engagement impact.
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Mentored designers in balancing methodology, systems documentation, and implementation practices.
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Collaborated cross-functionally with engineering, product, monetization, and art teams to deliver features under aggressive live-service timelines.
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Epoch Games | Lead Level Designer (06/2019 - 03/2020) | Level Designer (11/2018 - 06/2019) http://epochgames.co.uk/
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Led level design direction for an open-world RPG project.
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Defined world-building standards, environmental storytelling guidelines, and gameplay flow.
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Directed task prioritization and review processes across the level design team.
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Partnered with systems designers and engineers to align environment design with core gameplay loops.
Nomadic VR | Junior Game Designer/Producer & QA Tester (07-11/2018) www.blurtheline.com
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Designed and validated interactive systems across digital and physical environments.
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Coordinated across teams to ensure project milestones and quality standards were met.
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Validated combat interactions, reproduce edge-cases, and ensure system stability across patch cycles.​​​
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ADDITIONAL EXPERIENCE
Independent Work | Game Designer (07/2016-11/2019)
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Designed and prototyped gameplay systems and progression frameworks in Unreal and Unity to validate engagement loops and mechanical balance.
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Last Fate (VR Puzzle Game, Leap Motion Integration) | Game Designer (01-06/2016) LAST FATE PAGE
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Designed and implemented interactive puzzle systems integrating Leap Motion technology; collaborated cross-functionally to align design vision with technical execution.
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Storyworld (Previously eGlobal Reader) | Design Intern/QA Tester (04-10/2013) http://storyworld.us/​
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Contributed to the design and implementation of a multilingual children’s language immersion app (Spanish, Mandarin), building structured lexical systems and educational content pipelines.
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Managed code and audio asset integration while leading usability testing to ensure a polished, user-centered experience.
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EDUCATION
Academy of Art University. BFA. Game Design. May 2016
University of California, Riverside. BA. Philosophy. June 2012
Tamalpais High School, June 2007
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​LETTER OF RECOMMENDATIONS
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REFERENCES AVAILABLE UPON REQUEST
SKILLS
Core Expertise:
- Data Driven Design
- Level Design
- Combat Design + Balancing
- Economy Design + Balancing
- Progression Design + Balancing
- Data Analysis
- LiveOps Strategy
- Event Design
- Feature Ownership (Concept → Live Optimization)
- Design Documentation
- Storyboarding/Game Writing
- Gameplay Mechanics
- User Experiences
- VR Design
- Scripting:
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C#
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Lua
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Blueprint
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Java (Unity)​
