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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 (note: both events were eventually dropped due to NDA reasons) 

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

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Dropped Hi-Fi Event Mockups

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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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Personal Projects

Project: UI/UX Design Assessment – Asphalt 8: Airborne (Gameloft)

🧩 UI Wireframe Design

  • Designed a Clan Roster Wireframe optimized for iPhone X landscape, including:

    • Clear layout of clan logo, member list, and action buttons.

    • Multiple layout alternatives were proposed, each explained with usability considerations to enhance readability and accessibility.

🎨 Visual Mock-up Development

  • Created a high-fidelity mock-up using free assets styled to match Asphalt 8’s visual identity and player expectations.

  • Focused on maintaining brand consistency while improving clarity and modern appeal for mobile players.

🔄 User Flow Design

  • Designed a seamless user flow for joining a clan, ensuring a smooth onboarding process for new players.

  • Emphasized community engagement and intuitive navigation to make clan participation easier and more inviting.

✅ Project Outcome

  • This project demonstrated my ability to craft functional and aesthetic UI/UX solutions, combining clarity, cohesion, and user-centered thinking.

Wireframe

Sahabat Wahana (UI & UX)

Sahabat Wahana Is a application from PT Wahana prestasi Logistic. Is an application that makes it easy to send packages, track packages, find the closest partner to send packages. This is a backup design that I have tried to make for the benefit of the company, so for one reason or another this design has not been used by the company.

You can See it on Dribble : https://dribbble.com/Badluck1771

Tambal Ban Online (UI & UX)

This is a personal project that I'm trying to do, online tire patch is an application that makes it easier for users to replace leaking tires only from cellphones, the way it works is when the user orders service the application will contact the closest partner of the user to immediately service the user's vehicle. So users don't have to bother looking for or replacing a leaky tire by themselves.

You can See it on Dribble : https://dribbble.com/Badluck1771

Video games Trailer

This is the task of a Game Development Company based in Bandung, Indonesia, Pt Nightsphade Multi kreasi, I was given the task of managing all the assets in the game that are used for making video game trailers as well as making cinematic videos.

Video games Trailer

This is the trailer of World of ngastina games where i create on my self, World of ngastina is a digital card game that introduces Puppets Pandawa 5 which tries to reclaim Astina's kingdom from Kurawa's hands.
WoN is a collectible card game with intersting effect while attacking enemy

Graphic Design

This is Personal Project a promotional design in the field of fashion on social media with the theme of Streetwear that I am trying to make, the concept is one color media. 

Graphic Design

This is Personal Project a promotional design in the field of fashion on social media with the theme of Streetwear that I am trying to make, the concept is Japanese Style Fashion streetwear. 

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