▶ Video insideAAA game leadership
Skull and Bones
Lead Designer, Progression & Economy
Progression and economy ownership, leading eight designers across currencies, loot, reward cadence, and endgame player value.
GAMES & PROJECTS
Progression and economy on Skull and Bones. Full-project direction on BloodLoop. Post-payment gameplay for Slice. AI-native production at Syntari Studios, Inc. Different contexts, with a shared focus on how systems work and how teams build them.
▶ Video insideAAA game leadership
Lead Designer, Progression & Economy
Progression and economy ownership, leading eight designers across currencies, loot, reward cadence, and endgame player value.
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Project direction
Full-Time Lead / Consultant Game Designer
Complete product and game-design framework, with final design authority across a multidisciplinary remote project.
▶ Video insideShipped game
Lead Designer
Gameplay and systems direction, licensed-IP alignment, and design-team leadership through the original console and PC production.
▶ Video insidePost-transaction rewards game
Game-design & gamification consulting
Client platform: 20M+ registered users
Gamification consulting for a post-payment arcade game that connects slicing gameplay with the chance to earn transaction cashback.
Consulting
Game Design Consultant
Initial systemic-design framework connecting token and virtual economy, progression, factions, and PvP/PvE balance.
▶ Video insideProduct & technology
CEO
Company and product leadership for AI conversation and development-work coordination inside the game engine and editor.
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VR game
Game Designer
Game-design contribution to Crytek’s VR climbing title, within my wider practice in traversal and spatial interaction.
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VR game
Game Designer
Game-design work on Robinson: The Journey, part of Crytek’s early exploration of presence and interaction in VR.
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Development contribution
Focused feedback and design support
Turning internal playtest feedback into actionable design tasks and solutions.
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Public credit
Quality Assurance Tester
AAA quality assurance at Crytek, establishing a production-grounded foundation for later design leadership.
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Development contribution
Crytek project contribution
Online multiplayer project experience during my Crytek tenure, alongside the studio’s console, PC, and VR work.
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Public credit
Crytek Frankfurt contribution
Publicly credited Crytek Frankfurt contribution to Ryse: Son of Rome and its Legendary Edition.
Public credits are one part of the record. MobyGames provides an additional reference for indexed credits; this portfolio also covers role-based work, consulting, products, and research. Ryse and its Legendary Edition are grouped as one project family.
AI-native production
CEO / Product direction
Real-time AI conversation and work coordination inside the game engine and editor, shaped around production context and human decisions.
Production systems
CEO / Product direction
Asset-validation and ingestion workflows designed around the handoff between external contributors and a game-production team.
Production systems
CEO / Product & workflow design
Project-scanning and investigation workflows that connect technical findings with production questions and follow-up decisions.
Learning-product incubation
CEO / Product direction
A survival-language product family built around AI conversation, pronunciation, and practical missions for adult learners.
Confidential product consulting
Game Design & AI Consultant
Behavior and interaction design for a confidential Apple Vision Pro AI companion, connecting emotional state with the surrounding space.
Confidential game leadership
Lead Designer
Design direction across three AAA/co-development engagements, supported by a five-designer team and cross-studio training.
Confidential game work
Confidential project engagement
A confidential third-person tactical strategy shooter within my wider game-development portfolio.


Research & experimentation
VR R&D Lead
48 playable, documented prototypes exploring how players move through virtual space, with comfort and user testing at the center.
The Pitchwork & R&D collection also includes the Sci-fi Ripomatic, SpongeBob pitch, and Metal Slug composite, with video and contribution credits.
THE NEXT CHAPTER
Director-level game design and product leadership, grounded in systems expertise and multidisciplinary delivery.