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.
-
📅 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.
![]() |
|---|
![]() |
![]() |
Events

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.


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
![]() |
|---|
![]() |
![]() |





