
Designing Games as Products, Not Just Experiences
I approach game design as a product discipline; aligning systems, player behavior, and measurable outcomes to build experiences that scale, retain, and evolve over time.
My Approach
Most game systems are designed in isolation.
Combat, progression, economy, and live service are often treated as separate layers; connected late, and optimized individually.
I approach game design differently.
Every system is part of a product:
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it influences player behavior
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it impacts retention
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it affects long-term scalability
Design decisions are not only about “what feels good”.
They are about what works over time.

Systems Are Not Features
I don’t design features.
I design systems that generate behavior.
A well-designed system:
Creates player choices
Adapts over time
Reduces the need for constant content production
This is especially critical in live service environments, where sustainability matters more than novelty.
The goal is not to create more content.
The goal is to create systems that make content last longer.
Designing for Behavior
Every system drives behavior.
Daily missions, progression loops, reward structures. All shape how players interact with the game.
My focus is to align systems with natural player behavior, not force artificial actions.
That means:
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rewarding what players already do
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reducing friction instead of adding tasks
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building habits without creating pressure
The best retention systems don’t feel like systems.
They feel like the game.

Designing with Measurable Outcomes
Product thinking requires measurable impact.
Even when working on conceptual systems, I design with clear validation metrics in mind:
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Retention (D1, D7, D30)
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Session length and frequency
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Progression depth
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System usage distribution
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Economy stability (inflation / sinks / flow)
These metrics are not just for analysis. They guide design decisions from the start.
Sustainable Live Service Design

Live service systems often fail because they rely on content volume.
More events. More rewards. More pressure.
This approach is not sustainable.
I focus on systems that:
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evolve without resetting player progress
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introduce variation without breaking balance
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maintain long-term engagement without power creep
Retention should come from depth, not from obligation.

Designing Means Choosing
Protect what matters
Every system involves trade-offs.
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Engagement vs fatigue
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Progression speed vs long-term value
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Flexibility vs clarity
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Monetization vs trust
My approach is to make these trade-offs explicit, not accidental.
Good product design is not about maximizing everything. It’s about choosing what matters and protecting it.
What This Means in Practice
I design game systems that:
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drive player behavior without forcing it
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scale without requiring constant content production
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align gameplay, progression, and economy
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support long-term retention without breaking trust
Because games are not just experiences. They are products that evolve over time.

Resources Download
Below the direct Download of documents presents in the Portfolio that cover my different expertise. Except for the "Season Pass Launch System Design", all other documents are intentionally related to one MMORPG I designed, in order to offer the best coerence possible