Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.
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26 Software and Tools for Game Designers

26 Software and Tools for Game Designers
Picture of Alexander Brazie
Alexander Brazie
Alexander is a game designer with 25+ years of experience in both AAA and indie studios, having worked on titles like World of Warcraft, League of Legends, and Ori and The Will of The Wisps. His insights and lessons from roles at Riot and Blizzard are shared through his Game Design Skills wiki, Funsmith Club, and game design bootcamps.

Game design is a complex field that involves creating gameplay, narrative, art, animation, VFX, and more. Software and tools for game designers help teams keep track of, collaborate on, and refine all aspects of the projects they’re working on. The challenges of game design and development are made easier by tools that support multiple platforms, feature intuitive UI, and use a streamlined workflow.

Game engines like Unity and Unreal offer high-end graphics at the cost of complexity for newer users. Godot, Visual Studio, and GameMaker feature low-code and no-code options to help designers create gameplay experiences with minimal or no programming skills. 3D tools like ZBrush, 3Ds Max, and Blender allow artists to create detailed objects and environments. Organization tools like Miro and Google Sheets provide a way for teams to collaborate and iterate on ideas, even when working remotely. Read on to learn about software and tools for game designers and how they’re used in the industry.

1. Unity

Unity by Unity technologies is a game engine designed for creating and deploying 2D, 3D, VR, and AR experiences across multiple platforms. Unity’s flexible visual scripting system and cross-platform game engine are two of its biggest selling points. High-fidelity 3D, 2D, low-poly stylized, realistic – Unity is capable of all styles and presentations. With Unity, developers build a game once then deploy it to multiple platforms (desktop, mobile, console, etc.) with minimal code changes. The active community and large ecosystem of assets, plugins, and resources help beginners get to grips with Unity. While Unity is capable of creating almost any style of video game, it can’t compete with Unreal for photorealism. Indie studios, mid-large studios, students, and AR/VR developers use Unity.

Using Visual Scripting in Unity to create game logic without code

2. Unreal Engine

Unreal Engine is a game engine by Epic Games for developing and deploying high-fidelity 3D games, simulations, and cinematic experiences. Unreal’s Nanite technology and advanced shader system allow developers to create the most photorealistic environments and assets for games. The Blueprints visual scripting in Unreal allows developers to build systems without coding, reducing the time spent prototyping and iterating. While Unreal is capable of the most cutting-edge graphics, its learning curve is steeper than many of its contemporaries. Its larger project sizes and long compile times are an unnecessary disadvantage to those building simpler games. Unreal is used by AAA and AA studios as well as the cinematic, automotive, and architectural industries.

Hellblade 2's detailed, physics-heavy visuals were created with Unreal Engine

3. Godot

Godot is an open-source game engine for creating 2D and 3D games on a lightweight, customizable platform that’s community-driven. Godot is released under the MIT license, meaning users don’t need to pay an upfront fee or royalties, the source code is accessible, and users can modify and share any part of the program. Godot’s language, GDScript, is Python-like and intuitive for beginners. Its node-and-scene workflow makes for rapid prototyping and testing. 2D game development is at a distinct advantage in Godot, as the engine has a dedicated 2D physics system, not a simulated, forced perspective pseudo-2D in a 3D space. Godot’s limitations are its smaller ecosystem of assets, plugins, and resources, and its inferior capabilities for photorealistic, cutting-edge 3D. Godot is popular with beginners, hobbyists, and indie developers who specialize in 2D.

Godot’s UI and workflow are easy to learn and intuitive to use

4. Visual Studio

Visual Studio by Microsoft is an integrated development environment (IDE) that debugs applications on desktop, mobile, web, and game environments. Visual Studio’s IDE supports C++ (critical for Unreal) and C# (critical for Unity), with options for refactoring and code navigation. Visual Studio’s profilers and extensions for multi-thread and GPU debugging help developers optimize code and systems. Visual Studio is the standard tool for C++ and C# debugging and its ecosystem features many plugins and customization options. The drawbacks of Visual Studio are its system resource use and Windows-centric focus (from a macOS or Linux user POV). Visual Studio is used by Unreal and Unity developers or anyone working on code bases that are performance critical.

An example of a space shooter made in Visual Studio C# using boxes and timers

5. GameMaker

GameMaker by YoYo Games is a game engine for creating 2D games using a system of drag-and-drop along with an optional scripting language. GameMaker operates on low and no-code, suiting beginners and non-programmers who want to prototype and iterate. GML, GameMaker’s scripting language, is easy to learn and unlocks more options related to game systems, AI options, and game mechanics to make games look, play, and feel unique. 2D environment, sprite, and tilemap editors are built in, meaning GameMaker doesn’t require additional plugins or tools to complete games. GameMaker excels at creating 2D games, but its capacity for detailed 3D or large, complex games is limited. GameMaker suits beginners making their first game, solo developers, and small studios with a 2D focus.

Hotline Miami’s pixel-perfect 2D action was created in GameMaker

6. Construct

Construct by Scirra is a tool for creating and exporting 2D games without coding using a system of event sheets. Construct’s logic system uses events, conditions, and actions to build gameplay without programming, reducing the barrier to game creation and increasing iteration speeds. Its level editor uses tilemaps, an animation timeline, and effects and collision tools inside a single 2D interface. Construct games run in HTML5, allowing users to export to desktop, mobile, and web without configuring each option indivdually. The engine supports low-poly, simple 3D games, but runs into challenges when creating more complex 3D projects. Construct suits first-time developers because it works without coding knowledge and runs in-browser. Indie developers or small studios making games of limited scope also use the software.

Construct uses events, conditions, and actions to build gameplay

7. Stencyl

Stencyl is a tool for designing, creating, and publishing 2D games using a block system with coding options to unlock features. Stencyl is inspired by MIT Scratch, using a logic system that allows users to create levels, gameplay, and behaviours using logic blocks that are dragged and dropped into place. It features a set of editors for levels, physics, tilesets, animations, and UI that allow users to build games without requiring more tools or plugins. Stencyl makes it easy to export to multiple platforms (Windows, macOS, iOS, Android, and Linux) without reconfiguration. Stencyl’s visual logic is an advantage for non-programmers, but it becomes harder to manage projects that are larger in scale or complexity. Stencyl suits beginners who want to get started without coding, hobbyists making 2D games, and anyone looking to increase prototyping and iteration speed.

Stencyl uses a drag-and-drop interface to create functional logic without code

8. RPG Maker MZ

RPG Maker MZ is a game engine by Gotcha Gotcha Games for designing, building, and exporting 2D games in a JRPG style from the 16 and 32-bit era. RPG Maker MZ allows users to create games without programming by using a map editor, event system, and a workflow that operates from a database of JRPG assets. The event editor gives developers control over cutscenes, gameplay, puzzles, and characters and environments using switches, variables, conditions, and triggers. The framework that underpins RPG Maker MZ is an RPG-focused database that includes characters, classes, animations, and states that speeds up the creation of JRPG-style games. RPG Maker MZ is effective at creating turn-based, JRPG experiences, but it’s less flexible when it comes to action or real-time gameplay. It’s difficult to create a UI and menus that look original without customization. RPG Maker MZ works for beginners making their first game, solo developers of JRPGs, or creators of visual novel/RPG hybrids.

RPG Maker uses a drag-and-drop visual scripting tool to create 2D RPGs

9. Buildbox

Buildbox is a tool by AppOnboard for designing, building, and monetizing 2D and 3D games using a no-code, drag-and-drop system. Buildbox uses nodes to control everything from mechanics to score to movement, allowing users to build gameplay experiences completely free of code. The visual editor lets designers control animations, object placement, and control camera behavior using an intuitive visual interface. Buildbox features built-in integration for ads, in-app purchases, making it suitable for mobile development. A simplified export pipeline to iOS and Android further incentivizes mobile game creation. While Buildbox is simple to use and suitable for non-programmers, it’s limited in its ability to handle complex or non-standard gameplay. Buildbox release regular patches and updates and is suitable for mobile developers building casual games, teams building prototypes for testing, or educational institutes.

Buildbox allows users to drag and drop assets directly into a game scene

10. GameSalad

GameSalad is a basic tool for designing, building and publishing 2D games using a visual , behaviour-based system that doesn’t require users to know any code. GameSalad is widely used in beginner game development and in educational contexts because of its simplicity and the speed at which users are able to go from idea to implementation. Actions, rules, and conditions are the core behaviors that dictate gameplay in GameSalad. These elements are dragged, dropped, and combined to create unique games without programming. GameSalad scene and actor editor allows users to create UI elements, layouts, animations and interactions using drag-and-drop tools. The tool is easy to understand, but lacks the depth of other game engines. Support for exporting to macOS, iOS, Android, and HTML5 makes GameSalad a solid choice for casual or mobile developers.

GameSalad lets users build games quickly and export to various platforms

11. Twine

Twine is an open-source, community-driven tool for creating and publishing interactive, non-linear stories using a visual interface (with support for optional scripting). Users of Twine connect passages, displayed as a visual flowchart. This system makes it easy for creators to map player choices onto narrative outcomes and experiment with structures. Twine’s basic visual interface allows for deep, interesting storytelling, but the format allows advanced users to enhance their projects with visuals, animations, unique styles, and other variables. Stories from Twine are exported as HTML5, making them easy to share and playable on almost any device with a web browser. While Twine is an excellent storytelling vehicle, it’s incapable of creating action games, physics, or many of the other conventions we’re used to in video games. Twine has an extremely low barrier to entry for interactive fiction creation and suits narrative designers and writers uniquely due to its text format.

Twine lets users connect scenes to create complex, branching narratives

12. CryEngine

CryEngine by Crytek is a game engine for developing, rendering, and deploying AAA 3D games. CryEngine’s speciality is creating realistic environments at scale using particle effects and lighting. The engine handles global illumination in real time, a rendering system that’s physically based, volumetric effects, and water and vegetation that react to light and player interaction. CryEngine’s sandbox editor allows developers to sculpt terrain, place objects, adjust lighting, and iterate on gameplay in real time. Its physics and environmental tools support weather systems, environmental destruction, and NPC and creature AI with detailed behaviour routines. A smaller ecosystem and steeper learning curve than Unreal or Unity are drawbacks to CryEngine. CryEngine’s graphics combined with editing potential in real time make it a choice for AAA developers and studios. Its royalty-free model is also a bonus.

KCD 2's photorealistic lighting and textures were made in CryEngine

13. GDevelop

GDevelop is an open-source community for developing and releasing 2D (and simple 3D) games using a system of events that doesn’t require code. GDevelop is accessible enough for beginners and indie developers leverage its flexibility to get professional results. The software uses a logic system of conditions and actions that allow users to create gameplay without programming. Level design is handled in-engine using a suite of editors for managing sprite animation, object placement, particle effects, and physics. One of GDevelop’s advantages is simplicity of exporting to HTML5, Windows, macOS, iOS, Android, and Linux. Publishing games takes several clicks, instead of code configuration for each platform. GDevelop is capable of 3D that’s low-poly and basic, it’s primarily a 2D development tool, but can’t compete with Unity or Unreal for 3D fidelity. Hobbyists, beginners, game jam participants, and developers targeting HTML5 release with minimal overheads choose GDevelop for its iteration speed and simplicity.

GDevelop is an open-source, no-code platform for building complete games

14. Arcweave

Arcweave is a tool for planning, writing, and prototyping narratives, dialogues, and branching stories and quest structures. The system of nodes and flowcharts in Arcweave’s workflow allows users to create complexity and branching options in a way that makes sense to writers. Variables, conditions, flags, and states are options that help Arcweave users create events and RPG elements. Playback in-browser means users are able to test choices, options, and changes without exporting. Arcweave is effective for testing narrative and dialogue, but it doesn’t feature gameplay, graphics, or animation tools. Narrative designers, game writers, and indie developers creating visual novels use Arcweave for its focus on creating and testing stories with a high level of interaction.

Arcweave's flowchart system is intuitive for writers and narrative designers

15. Machinations

Machinations by Machinations.io is a tool for designing, simulating, and balancing game economies, player progression systems, and other game systems using diagrams. Machinations simulates currencies, XP systems, combat cooldowns, crafting systems, and monetization systems using a system of nodes and connections. Users select between stochastic and deterministic simulations to test how their systems perform and develop over a set time under specific conditions. Issues and bottlenecks like pacing, dead-ends, inflation, resource starvation, and balance problems are spotted ahead of game deployment using Machinations. Machinations dashboard and live ops tools give teams analysis of game systems before launch and after the game has gone live. The drawback of Machinations is that an understanding of statistics is necessary to interpret its data. The tool also requires a paid plan for some features and multi-user accounts. Machinations makes sense for developers and designers testing RPG systems, F2P mechanics, or games based on economy.

Machinations allows for highly detailed systems testing

16. Inklewriter

Inklewriter by Inkle Studios is a tool for creating, scripting, and structuring narratives and stories with branches. Inklewriter’s is light weight and simple to use, facilitating choices, conditions, and dialogue adaptation in a visual system. It’s designed as a tool for writers who don’t necessarily know how to code. Inklewriter manages linking, branching, and story flow with a chart system, making it effective for prototyping and testing of choices and consequences. Inklewriter works for testing dialogue and games with variables, but doesn’t support any graphics, animations, or gameplay outside of choice. Integration is possible with game engines to connect to gameplay, UI, and presentation, but requires configuration. Inklewriter is used by narrative designers, game writers, and those building interactive fiction or visual novels.

Inkle Studio's adaptation of Steve Jackson's Sorcery uses Inklewriter

17. Inkarnate

Inkarnate is a browser-based art tool for designing and creating fantasy, video game, and RPG maps with an intuitive tool. Inkarnate allows users to build continents, cities, dungeons, choosing from a range of stamps, brush tools, textures, and colors. Biome creation, atmospheric effects, labels, bridges, rivers, lakes, and a full set of landscaping features mean designers build detailed, full-featured worlds. Inkarnate supports a variety of art styles and tones. Premium account users have access to a massive library of assets for worldbuilding and map creation. Inkarnate is easy to use for non-artists and produces maps quickly. The asset-based system facilitates this quick iteration, but means that art assets and elements look similar across different users’ maps. Inkarnate is a useful tool for game masters, RPG enthusiasts, worldbuilders, narrative designers, and anyone looking to quickly create quality-looking maps.

Inkarnate is a browser-based map, city, and dungeon creator that's intuitive

18. Dungeondraft

Dungeondraft is a tool by Megasploot for designing, creating, and exporting dungeon, interior, and battle maps using a brush-based, asset-driven editor. Users of Dungeondraft quickly build rooms, caves, cells, mines, and other organic-feeling spaces with the procedural brushes that automatically generate floors, walls, edges, and shadows. Dungeondraft’s asset packs and libraries are sorted into themes, helping users quickly populate spaces with appropriate furniture, fittings, machinery, and other objects. The major drawback of Dungeondraft is its paid subscription requirement for commercial use and advanced assets. Tabletop designers, dungeon masters, worldbuilders, or dev teams creating pitch deck materials use Dungeondraft to build professional looking game spaces fast.

Dungeondraft helps users build organic-looking dungeons, caves, and castles

19. Dungeon Alchemist

Dungeon Alchemist is a tool by Briganti for auto-generating, designing, and customizing 2D and 3D interior fantasy maps using AI-assisted creation and custom editing tools. At its simplest level, Dungeon Alchemist allows users to draw a room shape and select a theme – the software automatically populates the space with walls, floors, furniture, lighting, and decor. The software also lets designers tweak, adjust, move, customize, and adjust anything in the space, viewing things from various angles until everything is working. Users can export results as PNGs, grids, or 3D files, making them useful for blockouts, concept art, or game engine integration. Dungeon Alchemist is excellent for creating interior spaces, but has limited capability for generating outdoors spaces. The tool is useful for level designers, indie developers, and tabletop RPG game masters looking to quickly build game spaces.

Dungeon Alchemist is an AI-powered dungeon creator that's fast and intuitive

20. Dungeon Map Doodler

Dungeon Map Doodler is a tool for sketching and exporting simple, clean dungeon and battle maps using a browser-based interface. Users draw rooms, corridors, and structural elements quickly in a hand-drawn or clean, polished style. Stamps like doors, objects, traps, loot, monsters, and icons are placed onto the map with layering, grid controls, and simple visual organization. Dungeon Map Doodler maps export easily to virtual tabletop game platforms or as design documentation or reference material. Dungeon Map Doodler is clean and easy to learn, but not as detailed as Dungeon Draft or Dungeon Alchemist. Level designers, indie developers, and narrative designers who need a space to test their interactions find Dungeon Map Doodler useful.

Dungeon Map Doodler creates simple, clean maps for design docs and TTRPGs

21. Autodesk Maya

Autodesk Maya is the industry-standard 3D graphics software for modelling, rigging, animation, and pipeline integration for game development (and VFX production for movies and TV). Maya’s advanced skinning, rigging, and animation systems are ideal for character animation, motion capture cleanup, and cinematics. Its polygon modelling tools and features create realistic, highly detailed characters, props, and environments. Scripting, automation, and plugins make Maya’s pipeline integration with AAA production simple. It comes with a high subscription cost compared to some of the more indie and budget-friendly 3D modelling options. Smaller, stylized, and low ploy games don’t require the level of advanced rigging and modelling in Maya. Autodesk Maya is suitable for character, prop, and environment artists and animators working on AAA projects.

Autodesk Maya is the industry-standard 3D tool for modeling, rigging, and animation

22. ZBrush

Zbrush by Maxon is a tool for sculpting, detailing, and painting characters, creatures, objects, props, weapons, and other assets for games (and movies, TV, and digital art.) The Zbrush workflow allows artists to sculpt with millions of polygons in real time, building detailed anatomy, armor, clothing, and other surface textures. Its Dynamesh, ZRemesher and retopology tools support freeform sculpting without worrying about topology, helping artists create game-ready assets quickly. Zbrush is beloved for its ability to handle extreme polygon counts without performance issues. The software’s drawback is a steep learning curve compared to more simplified 3D tools. Character, concept, and asset artists use Zbrush when creating high-quality assets for AAA and AA games.

ZBrush allows artists to sculpt with millions of polygons in real time

23. 3ds Max

3ds Max by Autodesk is a tool for modelling, rendering, texturing, and laying out props, vehicles, and architectural and environmental assets for game development. 3ds Max is particularly adept at creating hard surface textures like metal, stone, and plastic. Artists praise the software’s efficient workflow that allows them to build props, weapons, buildings, and vehicles quickly. A modifier stack system enables flexible reordering of layers for fast iteration. MaxScript and Python support plus a large ecosystem of plugins allow users to automate repetitive tasks and expand and customize capabilities. A limiting factor of 3ds Max is that it’s Windows-only. Cross-platform teams can’t use it. 3ds Max is used by environment artists, hard surface artists, prop artists, and level designers creating high-quality 3D assets for games.

3ds Max excels at creating architectural and environmental assets

24. Blender

Blender by the Blender Foundation is a free tool for modeling, sculpting, texturing, compositing, animating, and rendering 3D assets. Blender stands out for its complete end-to-end creation suite that’s common in indie and AA development. Its sculpting, retopology, and procedural tools allow users to automate or manually control many parameters to quickly create and iterate on assets. A large library of community add-ons (both free and paid) allows users to expand and customize their workflows to focus on hard-surface creation, rigging kits, asset management, VFX tools, and more. Blender’s UI and workflow feel overwhelming to new users and those unfamiliar with 3D tools. Indie developers and studios, AA studios, students, and hobbyists use Blender for its full asset production pipeline.

Blender is a free, end-to-end 3D modeling and rendering tool

25. Miro

Miro is a tool for collaborating, visualization, and brainstorming of concepts using an infinite, online whiteboard. Game development teams use Miro to plan out mechanics, gameplay loops, narrative, arcs, color palettes, and production pipelines. Miro supports simultaneous editing and integrates with other workflow tools like Slack, Notion,  and Google Drives. For remote teams, Miro offers a simple way to map out and collaborate on loops, systems, narratives, and more. Miro’s limitations are its limited number of boards and options on the free tier. This limitation only applies to larger teams. Game designers, narrative designers, producers, artists, programmers, and everyone involved in game development uses Miro.

Miro is an infinite whiteboard where users can collaborate on projects

26. Google Sheets

Google Sheets allows designers and developers to track, analyze, plan and collaborate on data using a cloud-based spreadsheet system. Google Sheets allows users to track levels, balance items, set up strings for localization, and monitor and adapt many other systems. Teammates can edit the same sheet, leaving comments, tagging colleagues, and revise and iterate. Advanced formulas, charts, conditional formatting, and pivot tables help designers test economies, difficulty curves, and player progression systems. Google Sheets integrates with Google Drive, APIs, other databases, and custom scripts, allowing users to automate tasks and connect to production tools. Google Sheets is suitable for game designers, economy designers, technical designers, programmers, and project managers.

Google Sheets works for maps, tracking levels, and balancing items

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        All tactics. No fluff . Pro advice only. Unsubscribe any time

        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan