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Alex Creo

Game Designer

I believe that games allow people to have the most extraordinary experiences, grow by playing, share their experiences with each other, and create new things.

 

I am constantly evolving and using the best technologies, experimenting and looking for effective, elegant solutions.

 

I create games.

Achievements

11+

years of experience in Game Industry

13+

launched projects

>5M

MAU of the best project

#45

highest Top Grossing in the USA iPad AppStore

Skills

Creativity

Tools

Unreal Engine
Productivity
Unity
Balance
AI Pipeline
Economy
Documentation
Management
Task-trackers
Consistency
Analitycs

Specials

Imagination
Systematic
Inspiration
Teamwork

Work Experience

Your Great Project

Senior Game Designer

I will create mechanics, meta-activities, player progress, and features for retention, analyzing metrics, create documentation, suggest ideas as a feature owner, and live operation the project.

Also, I can manage a team, plan a work sprint, and I can be close to my team when we are working remotely.

20XX
NOW
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UrCoolSoft
Last Oasis Survivor

Senior Game Designer

Last Oasis Survivor is a mobile 4X strategy with RPG progression and squad battler combat, rated 4.8 on Google Play.

  • Designed 10 quests and first-time user experience (FTUE) mission flows that onboard new players into clan membership, expedition dispatch, and global-map monster hunting

  • Built AI-assisted design workflows with Claude Code and custom agents, making bulk parameter edits tens of times faster than manual cell-by-cell editing

  • Rebalanced the combat system across 30+ levels and tuned hero, enemy, and monster parameters in dozens of data tables, improving mid-funnel progression and reducing early drop-off

  • Configured 100+ monsters on the global map, defining spawn rules and their distribution across territories

  • Reworked reward structures and the resource economy to align progression pacing with retention goals

  • Consolidated 4 fragmented data sets into formula-driven, single-source design tables adopted by the whole design team

  • Shipped 6 live releases as part of a 50-person cross-functional team

2026
2026
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Juicy Buttons
Rumble Run / Elemental Seeker and others

Senior Game Designer / Product-owner

Naxeex is a mobile game developer with over a billion downloads.

  • Shipped 5+ mobile prototypes across game show, super-hero action, racing, and runner genres

  • Achieved 31% D1 retention and €0.01 CPI on gameplay-driven user acquisition (UA)

  • Led a cross-functional team of up to 10 developers, artists, and designers

  • Authored detailed game design documents (GDDs) covering core loops, meta-systems, and monetization mechanics

  • Balanced gameplay and economy using analytics, A/B testing, and live player data

  • Produced ad creatives for social platforms and refined UA strategy based on performance

2025
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Blacksmith.png
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Speed Rush.png
Naxeex
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Tentacle Drift icon.jpg
Risk Race.png
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2023
Kick The Buddy Second Kick

Game Designer

  • Led a full-game redesign, planning sprints and coordinating the team

  • Prepared feature specifications and documentation; reworked player onboarding and ad implementation

2023
Kick The Buddy Second Kick
2022
Playgendary
Pixel Gun 3D

Meta / UX / Senior Game Designer

Pixel Gun 3D is a live-service multiplayer shooter with 200M+ installs and an active community.

  • Led end-to-end development of meta-features as feature owner — concept, implementation, release, and live-ops — coordinating a team of up to 20

  • Reworked the entire player journey from onboarding to max-level progression

  • Designed and optimized monetization and retention systems, including ad placements and subscription models

  • Ran controlled experiments on ad monetization and subscription offers to improve lifetime value (LTV) and engagement

  • Conducted in-depth analytics, generated hypotheses, and shipped data-driven solutions

2022
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2020
Cubic Games
ex Lightmap
SeaLife

Senior Game Designer

Sea Life is a mobile casual title combining match-3 core gameplay with merge-based meta progression.

  • Prepared the project for soft launch, integrating merge meta mechanics with a match-3 core

  • Designed the economy balance across core and meta layers

  • Authored game design documentation

  • Ran experiments with loot box mechanics

2020
2020
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Dankolab
Mighty Party

Senior Game Designer / SCRUM master

Mighty Party is a collectible card game with turn-based battles; Auto Brawl Chess is an auto-battler.

  • Designed and shipped repeatable in-game events and seasonal holiday mechanics, raising month-over-month event revenue by 20%

  • Designed quest mechanics, PvP mode systems, and UI for Auto Brawl Chess and an unannounced project

  • Built internal tools for event configuration and automated data analysis

  • Authored design and process documentation in Confluence; defined and prioritized team tasks in YouTrack

  • Served as SCRUM master and managed outsourced art delivery

2020
Panoramik
Mighty Party Logo.png
2019
Auto Brawl Chess

Senior Game Designer

Auto Brawl Chess – one more Auto Chess clone.

  • Worked as a Game Designer on Auto Battle Chess and an unannounced project

  • Designed quest mechanics, core PvP mode systems, and UI

  • Worked as SCRUM master, facilitating sprints and improving team workflow

  • Managed the work of outsourcing artists, ensuring timely and high-quality asset delivery

2019
2018
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Panoramik
Lordmancer II

Lead Game Designer

Lordmancer 2 is an open-world fantasy MMORPG with synchronous PvP, clan territory warfare, and a player-driven marketplace.

  • Designed core gameplay and meta-progression systems: units, heroes, economy, and resource drops

  • Balanced daily and repeatable activities, onboarding, tutorials, and clan interactions

  • Designed and built open-world levels in Unity; wrote and scripted quests in JSON

  • Analyzed player behavior and game performance in DevToDev and Kibana

  • Scripted narrative trailers and gameplay footage; managed community feedback and social content

2018
2015
Active Games
Early projects

Try-hard experimentator

I created maps for Starcraft and Age of Empires, tried the 2D adventure Unity project, worked as a freelance QA, artist for 2D car platformer, and advisor for UX, created art and animations, searched for information, and self-studied game design in different genres and mechanics.

2015
2007
In Flames
MyExp

I recommend

Achievemnt Earned
Legendary Hero!

© 2026 Alex Creo

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