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Gameloft Projects

Project: Disney Getaway Blast (Apple Arcade) – Game Designer Role

🎯 Game Economy Design

  • Researched and rebalanced the entire in-game economy to match Apple Arcade's premium model, aiming to reduce the paywall and improve player progression.

  • Faced the challenge of working without the original creators, who had resigned — independently studied legacy documents and system references to rebuild a strong understanding of the game's economic structure.

  • Designed and organized internal playtesting documents and conducted A/B testing to validate economic improvements.

🔁 Retention & Game Features

  • Designed and implemented retention-focused features to support long-term player engagement, such as:

    • Double Rewards Daily Login – Players can collect and double their daily rewards for logging in consecutively.

    • Daily Playtime Bonus – Players receive extra rewards for being active in the game lobby, encouraging longer sessions.

    • Lose Streak Reward System – Offered bonus rewards to players who consistently lost, reducing frustration and soft-lock risk.

  • Introduced additional Quality-of-Life improvements to keep gameplay smooth and satisfying for returning users.

🖥️ UI/UX Improvements

  • Adjusted and redesigned parts of the UI reward display and notification flows to match new features and improve user clarity.

  • Ensured the visual and navigational aspects of the game supported the updated economy and retention systems.

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📅 Live Ops & Post-Launch Contribution

  • Took on the role of Live Ops Game Designer after launch on Apple Arcade.

  • Created and scheduled new in-game events using existing assets, which successfully maintained steady user retention.

  • Helped structure a sustainable live content calendar that worked within the constraints of Apple Arcade’s no-IAP ecosystem.

🌍 Cross-Team Collaboration

  • Collaborated closely with the Localization team to ensure all newly introduced features were translated and adapted properly across multiple languages.

  • Coordinated with 2D artists to conceptualize and develop themed events for Halloween and Christmas to boost seasonal engagement 

  • You can see examples of UI/UX events to increase engagement in the two events I aimed.

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Events

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Project: Amazon Kids Games Porting – Game Designer Role

🔍 Research & Game Selection (R&D Phase)

  • Successfully selected 5 game titles to be ported to the Amazon Kids platform:

    • Cosmo Bounce, Disney Getaway Blast, Disney Princess Majestic Quest, Cranky Bamboo, and Football Cup Superstar.

  • Evaluated each game's compatibility with Amazon Kids’ platform by considering gameplay quality, target audience, and technical feasibility.

  • Prioritized titles based on educational value, age-appropriateness, and potential engagement for young players.

⚖️ Game Economy & Platform Adjustment

  • Rebalanced core gameplay systems for each selected game to comply with Amazon Kids’ no-IAP policy and platform requirements.

  • Adjusted various game parameters, such as difficulty pacing and progression, to ensure smooth onboarding and player satisfaction.

🖥️ UI/UX & Quality of Life Enhancements

  • Improved UI layouts and clarity to make the games more accessible and intuitive for children.

  • Added or adjusted Quality of Life (QoL) features to enhance playability and minimize friction in navigation.

🔁 Retention Feature Additions

  • Integrated light retention features suited for young audiences to encourage return play without over-stimulating, including smoother daily play flows.

🌍 Cross-Team Localization

  • Collaborated with the localization team to add Dutch language support to one of the published titles, expanding accessibility in specific markets.

📣 Marketing Collaboration

  • Coordinated with the marketing team to request and review store page assets (e.g. screenshots, icons, descriptions) for each title before publishing on the Amazon Kids platform.

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Project: Gameloft Internal R&D Title – Game Designer Role

📊 Data Analysis & Problem Identification

  • Analyzed internal KPIs during the R&D phase and identified a core issue: high Monthly Active Users (MAU) but low in-game revenue.

  • Worked alongside a data analyst to deeply understand player behavior and spending habits, which informed the feature strategy.

💰 Monetization & Economy Design

  • Designed a Limited-Time Currency Bundle for first-time buyers, offering generous hard currency at a low price (under 1 dollar) to boost conversion and player purchasing power, inspired by successful models from similar mobile titles. 

  • Developed a Limited-Time Shop (Black Market) concept aimed at triggering FOMO (Fear of Missing Out), where players could access exclusive, discounted items unavailable in the regular shop.

🎯 Event & Feature Design

  • Created a new limited recurring event system where players complete arena challenges on the world map to earn rewards.

    • Designed with both free and premium tracks, offering higher rarity and better resources in the paid area.

    • Carefully balanced to avoid paywall pressure, while still making paid rewards highly desirable to encourage voluntary engagement.

🤝 Collaboration & Pitch Preparation

  • Compiled all design ideas into a cohesive pitch presentation for internal stakeholders.

  • Collaborated with a layout artist to build professional presentation slides that clearly communicated the feature goals and potential impact.

✅ Outcome

  • The pitch was well-received by stakeholders, leading to further exploration and interest in the game's development direction and monetization opportunities.

 Example Limited-Time Currency Bundle

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