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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

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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

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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

Ma.mp4

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

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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.

Interested in my design process?

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.

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