Led teams building prototypes in Unity of promising new game pitches. Teams ranged from myself as a solo dev to multidisciplinary team of ~6 people. One of these projects was a pitch around combining tower
defense battles with a merging metagame, which gained a lot of internal traction and thus was staffed up to a larger team to be released to users in test markets, to promising initial retention results.
The core of this project went on to later form the basis of a newly shipped title by Pocket Gems, Adventure Chef: Merge Explorer.
Before working on new titles, I worked on Wild Beyond, a blend of RTS and card games
on mobile. Initial responsibilities were iteration and prototyping on both combat and metagame
systems to try and find the best market + user fit for the project, as another large game
came out a few months before our intended launch.
Later responsibilities were to lead combat design on new unit cards, prototyping and
implementing new mechanics, managing new card ideas through our 3d character art
pipeline, doing final design and implementation, + defining how new cards and balance
changes fit into our live service model. With a team of 10-15, built 6 commanders, >90 unit cards.
Also designed some features for elder player engagement, such as weekend events and a
boss rush game mode
Worked in in-house engine w/ primarily Lua and ObjC tools.