Titan Games
Game Designer
July 2025 – Present
Mobile and PC Games
unity • Figma • design documentation
Transforming early game concepts into production-ready gameplay experiences through systems design, UX, rapid prototyping, and collaborative game design consulting.
Nidalia
POP!
Sudoku
Max's Breath
Westin's World
Studio Overview
Titan Games develops games for both original IPs and external clients. As a Game Designer, I work closely with producers, developers, artists, and clients to transform early ideas into production-ready game experiences. My role goes beyond gameplay design, bridging the gap between creative vision and implementation through gameplay systems, UX, documentation, balancing, and rapid prototyping.
At a Glance
Role
Game Designer
Industry
Videogames
Platform
Mobile (iOS / Android) and PC
Main Tools
Unity, Figma, Claude
Focus
Gameplay & UX Mechanics, UI/UX, Consulting
Team Collaboration
Production, Engineering, Art
My Design Ownership
✦
Gameplay Design
Designed gameplay loops, mechanics, and player interactions across multiple mobile projects.
✦
Design Documentation
Produced complete Game Design Documents, feature specifications, implementation guides, and gameplay documentation.
✦
Systems Design
Created progression, economy, reward systems, combat mechanics, and feature architecture.
✦
Design Consulting
Worked directly with clients to transform ideas into structured, production-ready game concepts.
✦
Cross-functional
Collaborated daily with programmers, artists, producers, and stakeholders throughout development.
✦
UX Design
Designed player journeys, interaction flows, onboarding, and interface logic.
✦
Rapid Prototyping
Validated gameplay concepts before development through iterative prototyping.
✦
Wireframing
Created production-ready wireframes and screen flows.
✦
Gameplay Balancing
Balanced progression, difficulty, rewards, and player retention.
Featured Projects
Sudoku
A modern reinterpretation of the classic Sudoku experience, expanding the original gameplay with new systems, progression, UX improvements, and long-term player retention mechanics.
Responsibilities
Gameplay Systems
Progression Design
Difficulty Design
UX Flow
Economy
Documentation
Balancing
Pop!
Designed the gameplay, systems, UX flow, and production-ready wireframes for a 2.5D merge game, translating product requirements into a complete design ready for implementation.
Gameplay Design
Merge Systems
UX Flow
Wireframes
Balancing
Documentation
Max's Breath (Working Title)
Collaborated directly with the client to transform an early game concept into a production-ready design by defining gameplay systems, player progression, UX, and implementation documentation.
Gameplay Design
Systems Design
UX Flow
Documentation
Production Planning
Design Consulting
Westin's World
Supported the client from the earliest design stages, helping define the game vision, gameplay pillars, feature set, and design principles while producing documentation to guide development.
Gameplay Systems
Feature Design
UX Design
Documentation
Production Planning
Design Consulting
Design Process
01
Client / Studio Vision
Understand the client's idea, target audience, business goals, and player fantasy.
02
Research
Analyze competitors, references, player motivations, and genre conventions.
03
Gameplay Systems
Transform ideas into gameplay loops, progression systems, mechanics, and player interactions.
04
UX & Wireframes
Design intuitive screen flows and interaction patterns.
05
Documentation
Create production-ready GDDs, feature specifications, and implementation guidelines.
06
Prototype
Validate gameplay concepts through rapid iteration.
07
Development Support
Collaborate with developers and artists throughout production.
08
Balancing & Iteration
Refine gameplay based on feedback, technical constraints, and playtesting.
Design Challenges
💡 Transforming Ideas into Games
Clients often arrived with an exciting vision but without a clear gameplay structure. My role was to shape those ideas into production-ready game experience
✒️ Designing for Production
Finding the balance between creative ambition, technical feasibility, and realistic production scope.
🤝Aligning Multiple Stakeholders
Bridging communication between clients, developers, artists, and production teams while maintaining a cohesive game vision.
📶Creating Scalable Systems
Designing gameplay systems flexible enough to evolve throughout production without compromising the original vision.
From Vision to Gameplay
Translating abstract concepts into tangible gameplay systems that development teams can build with confidence.
01. Nidalia
Vision
Refresh Sudoku with modern systems
Gameplay Solution
Interactive mapping of physical distance
Design Translation
Interactive heights without text
Player Experience
Strategic strategic spatial reasoning
02. Pop!
Vision
Classic merge with new retention
Gameplay Solution
Hold and Swapping systems
Design Translation
Direct drag object placement
Player Experience
Active categorization loop
03. Sudoku
Vision
Spatial reasoning for toddlers
Gameplay Solution
Visual measurement units
Design Translation
Simplified visual core logic
Player Experience
Positive pattern reinforcement
04. World
Vision
Cognitive classification skills
Gameplay Solution
Iterative interact-and-react loop
Design Translation
Simplified logic shapes
Player Experience
Constant child engagement
Skills Demonstrated
Gameplay Design
Technical Desing
Systems Design
UX Desing
Game Design
Consulting
Progression Design
Wireframing
Feature Design
Documentation
Rapid Protyping
Gameplay Balancing
Cross-funcional Collaboration
Core Insights
Working at Titan Games strengthened my ability to bridge the gap between vision and execution. Whether designing original titles or collaborating directly with clients, I learned to transform abstract ideas into production-ready gameplay through structured systems, clear documentation, and close collaboration with multidisciplinary teams. This experience reinforced my passion for solving design problems, mentoring design thinking, and building experiences that are both technically feasible and engaging for players.
Credits & Ownership
Unless otherwise noted, all game artwork, logos, promotional images, trademarks, and intellectual property displayed throughout this portfolio belong to their respective studios, publishers, and rights holders. They are presented solely to contextualize my contributions as a Game Designer. All design documents, diagrams, prototypes, and original materials are my own unless stated otherwise.