2021 — today

Professional Works

Shipped titles, live systems and the design work behind them.

Let's Sing 2027 key art

Let's Sing 2027

Game Designer · Voxler · Unity

Let's Sing 2027 is an international karaoke game featuring licensed music tracks, multiple game modes, online features, and local multiplayer experiences.

As a Game Designer on the franchise, I contributed to the development of Let's Sing 2027, working on feature design, GDD writing and maintenance, gameplay balancing, UI/UX design, implementation follow-up, and QA validation. I worked on the design of the new Party Mode and independently managed the Vocal Preference feature from design and documentation through implementation and testing.

Working on these features allowed me to take ownership of player-facing systems while collaborating closely with different teams to ensure their design was properly translated into the final game.

Let's Sing 2026 key art

Let's Sing 2026

Game Designer · Voxler · Unity

Let's Sing 2026 is an international karaoke game featuring licensed music tracks, multiple game modes, online features, and local multiplayer experiences.

As a Game Designer on the franchise for 1 year and 4 months, I contributed to the full production cycle of Let's Sing 2026, from pre-production to release, while also working on several unannounced projects. My work included feature design, GDD writing and maintenance, gameplay balancing, UI design, implementation follow-up, and QA validation.

This experience gave me a strong understanding of the complete game development pipeline and taught me how to collaborate effectively with multidisciplinary teams to deliver polished player experiences within production constraints.

Tasks

Gameplay & Feature Design

  • Designed and documented gameplay features and mechanics throughout production.
  • Worked on progression, rewards, player-facing features and game modes, including the new Party Mode.
  • Independently owned and managed the Vocal Preference feature, from initial design and documentation through iteration, implementation and testing.
  • Created and maintained GDDs and design documentation to communicate features clearly to the team.
  • Participated in the full development cycle, from design and iteration to implementation, testing and release.

Balancing & Data Analysis

  • Used telemetry / Unity Analytics and player feedback to evaluate and balance gameplay features.
  • Analyzed player behavior and gameplay data to identify issues and opportunities for improvement.
  • Iterated on features based on data, playtesting and community feedback.
  • Worked on balancing the LS FEST online mode, using telemetry and player feedback to refine the experience.

UX / UI & Player Experience

  • Designed wireframes, menus and screens.
  • Worked on player flows and UX improvements to make features clearer and easier to understand.
  • Designed and refined interfaces in collaboration with the team.

Competitive / Market Analysis

  • Conducted competitive analysis of similar games.
  • Analyzed competing products and features to inform design decisions.
  • Researched monetization/progression models such as VIP Passes and DLC/song pack structures, and masteries system.

Production & Implementation

  • Followed the full release cycle of Let's Sing 2026, from feature conception/improvement through integration, QA, testing and release.
  • Integrated and configured features in Unity in collaboration with devs.
  • Worked with QA to identify, reproduce and resolve design/gameplay issues.
  • Iterated on features based on feedback from internal testing and production constraints.
Nebulae key art

Nebulae

Game Designer / Data Analyst · Northern Lights Entertainment · Unity

In my role on Nebulae, my primary responsibility was to develop the game design of the game, with a particular focus on the planetary and political aspects. This involved tasks such as document writing, explaining to developers, filling in Unity, and balancing. I worked on various aspects, including gameplay and balancing related to construction, population management, quality of life, ecology, and many other aspects. Additionally, I contributed to the design of the political part of the game, which is at the core of the experience, including the Sylian monarchy, its voting and election system, hierarchy, laws, justice, and other critical elements.

In terms of narrative, I wrote numerous planetary and political events and missions (equivalent to quests). Furthermore, I developed the narrative format for some of the playtests we conducted, which I also managed. (Unity)

Outside the scope of game design, I also made significant contributions to video editing.

Tasks

Game Design / Systems Design

  • Designed and iterated on core gameplay systems and interconnected mechanics.
  • Worked on stations, construction, population, species and environmental risks.
  • Designed quality-of-life features to improve the overall player experience.
  • Designed missions and events, considering their integration with the wider game systems.
  • Created and maintained Game Design Documents and design specifications.
  • Worked on balancing and gameplay iteration throughout development.
  • Considered the interactions between different systems to ensure consistent and engaging gameplay.
  • Designed and documented the full MOBA combat mode. The feature is currently in development and has not yet been integrated.

Narrative Design

  • Designed quests, missions and events within the game's universe.
  • Worked on worldbuilding and environmental storytelling.
  • Connected narrative content with gameplay systems to make the world feel reactive and coherent.
  • Designed events and situations intended to give players context and meaning for their actions.

Data Analysis & Balancing

  • Used gameplay data/board game data and analytics to monitor player behavior and evaluate systems.
  • Analyzed data to identify balance issues, gameplay friction and opportunities for improvement.
  • Used data alongside QA, playtesting sessions I conducted, and player feedback to drive design iterations.
  • Iterated on gameplay systems based on observed player behavior rather than purely theoretical balancing.

Implementation & Production

  • Integrated, configured and tested gameplay features directly in Unity.
  • Worked closely with the development team to translate design specifications into playable features.
  • Participated in QA, debugging and feature validation.
  • Iterated on features throughout development based on technical constraints, testing results and feedback.
  • Followed systems from initial design through implementation, testing and refinement.