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I was a Lead Game Designer at PeopleFun for Wordscapes Search and Designer for other titles such as Blockescapes.

 

My responsibilities included:

  • Designed, created wireframes, and launched LiveOps features (seasonal events, vanity rewards) that improved player retention and monetization (IAA + IAP)

  • Built and pitched KPI-driven feature proposals, including economy balancing and event reward systems tied to DAU/ARPDAU

  • Collaborated with analytics team to design and interpret A/B tests on puzzle difficulty, event cadence, and monetization strategies

  • Researched competitor titles and proposed features to align with current puzzle market trends

  • Responsible for creating and monitoring outsourcing roadmap and calendar content development to meet KPI and production pipeline goals

  • I also worked on several unannounced games and titles that only made it to the 1st stage release over seas, such as Worldscapes

  • Accepted position with Mobile Premier League

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Overall I spent much of my time collaborating with the Product Lead, Project Management, and all other departments of the team to meet project deadlines and KPI goals.

Studio

PeopleFun

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Platform

Android

Apple

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Engine

Unity

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Tools Used

Figma

Miro

Photoshop

Google PowerPoint

Google Spreadsheet

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Duration

1.5 years

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Completion

OnGoing LiveOps

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Team Size

~12

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Download and play Wordscapes Search on both Android and Apple devices!

Work Examples

Highlighters Feature

Goals:

  • Design method for players to acquire Feature vanity items in a fun way that hits KPI Goals

  • Track product and technical risks

  • Create mocks and screen flows to ensure a smooth and timely production cycle

  • Ensure feature continuity with rest of the game

  • Determine Price value of highlighter vanity item

  • Determine unlock progression & cadence

Drop-weights Calculator Example

(Values not representative of actual play)

In Game Example

Sticker Vanity Drop Weights

In this example, I worked closely with my team to evaluate and update our games vanity drop rates with the goal of maximizing our KPI's.

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I often found myself sitting side-by-side with one of the project managers going over spreadsheets and building a calculator that best fits our content pipeline.

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After testing simulations in Excel, the engineering team then ran more simulations which allowed me to go in engine and make any adjustments needed.

Low - Fidelity

Mid - Fidelity

Artist - Final Render

(not my art)

Low - Fidelity Sketches

Artist - Final Render

(not my art)

LiveOps Seasonal Events

In 2021, Wordscapes Search had seasonal events running. At this time our events had a special Event Lobby themed to the season. As a designer, my job was to pick the theme and season for the event and give it a little twist to make it fun for our players.

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Here are 2 of the most major events I worked on:
 

  • Valentines Day: Search for Love

  • Christmas: Holiday Cheer

When creating wireframes, I do my market research on competitor titles and other sources then do lots of low-fidelity sketches to really get those ideas out there. 

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Then I take these ideas to the team to see what direction we like before stepping into more mid-fidelity frames in software like Figma.

Events to Mainline

In an effort to improve player experience and raise other KPI goals, the team worked together to move our LTE's from a sperate lobby into the main line of progression for the game.

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