
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
10+
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
UrCoolSoft
Rumble Run / Elemental Seeker and others
Senior Game Designer / Product-owner
Naxeex is a mobile game development company with over a billion game downloads.
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I shipped 5+ mobile prototypes in different genres: (Rumble Run (Game Show), Elemental Seeker (Super-hero Action), Shootdome, Blacksmith Master, Speed Rush (Racing), Tentacle Drift, Risk Race (Squid Game), Parkour-like runner.)
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Achieved 31% D1 retention and €0.01 CPI in user acquisition
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Led a cross-functional team of up to 10 developers, artists, and designers
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Wrote detailed GDDs covering core loops, meta-systems, and monetization mechanics
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Balanced gameplay and economy using analytics, A/B testing, and live player data
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Produced ad creatives for social platforms and refined UA strategy based on results
2025
Naxeex
2023
Pixel Gun 3D
Meta / UX / Senior Game Designer
Pixel Gun is a live-service with active community and cubic style.
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Led end-to-end development of meta-features, overseeing concept, implementation, release, and live-ops
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Designed and optimized monetization and retention systems, including ad placements and subscription models
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Conducted in-depth analytics, generated hypotheses, and implemented data-driven solutions
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Reworked the entire player journey from onboarding to max-level progression
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Ran controlled experiments on ad monetization and subscription offers to maximize LTV and engagement
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Served as feature owner, coordinating a cross-functional team of up to 20 members through all development phases and post-launch iterations
2022
2020
Cubic Games
ex Lightmap
Mighty Party
Senior Game Designer / SCRUM master
Mighty Party – collectible card game with turn-based core battles.
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Designed and implemented in-game repeatable events and holiday mechanics
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Customized and optimized meta-activities using Google Sheets
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Authored comprehensive process and design documentation in Confluence
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Defined, prioritized, and assigned clear tasks for the team in YouTrack
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Conceptualized Windows-style UI/UX prototypes directly in Unity
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Monitored and analyzed game metrics in DevtoDev and Tabix
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Developed internal tools for event setup and automated data analysis
2020
Panoramik
2019
Auto Brawl Chess
Senior Game Designer
Auto Brawl Chess – one more Auto Chess clone.
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Worked as a Game Designer on Auto Battle Chess and an unannounced project
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Designed quest mechanics, core PvP mode systems, and UI
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Worked as SCRUM master, facilitating sprints and improving team workflow
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Managed the work of outsourcing artists, ensuring timely and high-quality asset delivery
2019
2018
Panoramik
Lordmancer II
Lead Game Designer
Lordmancer 2 it’s a MMORPG which attracted millions of PvP fans with an open game market and successfully launched its own cryptocurrency, Lordcoin.
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Designed core gameplay and meta-progression systems (units, heroes, economy, resource drops)
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Balanced daily/weekly activities, onboarding, tutorials, and clan-based interactions
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Created and managed content in Google Sheets; scripted quests in JSON using IntelliJ IDEA
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Built and designed open-world levels in Unity
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Authored detailed documentation in Confluence and structured clear tasks in Asana and Jira
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Analyzed player behavior and game performance using DevtoDev and Kibana
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Scripted gameplay footage and narrative trailers for marketing or in-game use
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
MyExp
I recommend
Unity Learn
Rock Paper Shotgun