Lead GAME DESIGNER
After my contract at Ubisoft, I joined Nanotribe as a Senior Game Designer first then Lead Game Designer, in order to create new games IP, analyze metrics of the games and study the Hyper-Casual Market to catch-up latest trends or design / create new ones. I created the pipeline of production, wiki of the company and helped developed hundreds of game ideas, 30+ prototypes and worked on a Live Game: Arrow Fest (for over a year).
My main missions consisted in:
Create, Design and optimize the Gameplay experience (3C, Gameloop, LD)
Management & Mentoring
Provide features to optimize retention and monetization
Analyze KPIs and suggest improvements accordingly
My main missions consisted in:
Create, Design and optimize the Gameplay experience (3C, Gameloop, LD)
- Create, Design and Manage the Game full life cycle. Create ideation / Concept Template and release each game on stores with homemade Screenshots and Gameplay Footage.
- Create new Game Ideas on a daily basis: Analyse trends with App Annie or Social media. Sort out on weekly basis the best games, analyze them and find new game mechanics.
- Implement and create levels & UI in Unity. Placing the props provided by the Artist / Dev to create unique Levels to reach the maximum Playtime and Retention.
- Tweak – Balance public values to make the most joyful and understandable game experience possible
Management & Mentoring
- Lead the Team of 12 for one 1 year on the Live Games Arrow Fest: Define Milestones, Sprint, stories while acting as a Senior Game Designer
- Build the pipeline production for all the prototypes: Using Trello to create a specific pipeline of Production for Hyper-casual projects to maintain each project under 2 weeks of Production
- Take the Lead and assist 3 teams simultaniously (1 Game Designer, 1 Sr Game Artist, 1 Sr Gameplay Developper)
- Create 3 wikis for the company using Notion:
- Arrow Fest: explain the evolution of the game, A/B tests, Success and Failures
- Company: Explain the roles of each members, the organisation, protypes history explaining what worked what didn't
- Berlin: Gather all the information needed for new commers before and after they arrive in Germany, all paper needed and process. List all the possible option of accommodation and transport
- Mentor and assists other Junior Game Designer in their Daily worklife
- Create Project from scratch in Trello, Sketch the UI, Give references, explain the Gameloop, Gameplay, everything that could help the team producing the Game
Provide features to optimize retention and monetization
- On demand, create Monetization system : Shop, IAP, Daily – Level Reward that could be implemented in further Soft launch to increase retention
- Study Newest trends of Monetization and prepare documentation regarding Hybrid & Deep Casual Games
Analyze KPIs and suggest improvements accordingly
- Use Game Analytics to study and provide comment & recommendation on player engagement & progression. Create funnels to study the churn and success of players
- Use Business Developper to study the campaign soft launch and sort out metrics : CPI, CTR, CPM, Installs etc.
- Provide a brief and Result Document explaining the result of the Soft Launch
GAMES SHOWREEL
LIST OF ALL The GAMES I WORKED ON:
LIVE GAMES: PROTOTYPES as Lead Game Designer:
PROTOTYPES as Senior Game Designer:
- Concept Creator:
- Not Concept Creator:
PROTOTYPES as Senior Game Designer: