
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
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.
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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
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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
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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
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Configured 100+ monsters on the global map, defining spawn rules and their distribution across territories
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Reworked reward structures and the resource economy to align progression pacing with retention goals
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Consolidated 4 fragmented data sets into formula-driven, single-source design tables adopted by the whole design team
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Shipped 6 live releases as part of a 50-person cross-functional team
2026
2026
Juicy Buttons
Rumble Run / Elemental Seeker and others
Senior Game Designer / Product-owner
Naxeex is a mobile game developer with over a billion downloads.
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Shipped 5+ mobile prototypes across game show, super-hero action, racing, and runner genres
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Achieved 31% D1 retention and €0.01 CPI on gameplay-driven user acquisition (UA)
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Led a cross-functional team of up to 10 developers, artists, and designers
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Authored detailed game design documents (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 performance
2025
Naxeex
2023
Pixel Gun 3D
Meta / UX / Senior Game Designer
Pixel Gun 3D is a live-service multiplayer shooter with 200M+ installs and an active community.
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Led end-to-end development of meta-features as feature owner — concept, implementation, release, and live-ops — coordinating a team of up to 20
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Reworked the entire player journey from onboarding to max-level progression
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Designed and optimized monetization and retention systems, including ad placements and subscription models
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Ran controlled experiments on ad monetization and subscription offers to improve lifetime value (LTV) and engagement
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Conducted in-depth analytics, generated hypotheses, and shipped data-driven solutions
2022
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.
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Prepared the project for soft launch, integrating merge meta mechanics with a match-3 core
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Designed the economy balance across core and meta layers
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Authored game design documentation
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Ran experiments with loot box mechanics
2020
2020
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.
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Designed and shipped repeatable in-game events and seasonal holiday mechanics, raising month-over-month event revenue by 20%
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Designed quest mechanics, PvP mode systems, and UI for Auto Brawl Chess and an unannounced project
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Built internal tools for event configuration and automated data analysis
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Authored design and process documentation in Confluence; defined and prioritized team tasks in YouTrack
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Served as SCRUM master and managed outsourced art delivery
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 is an open-world fantasy MMORPG with synchronous PvP, clan territory warfare, and a player-driven marketplace.
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Designed core gameplay and meta-progression systems: units, heroes, economy, and resource drops
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Balanced daily and repeatable activities, onboarding, tutorials, and clan interactions
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Designed and built open-world levels in Unity; wrote and scripted quests in JSON
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Analyzed player behavior and game performance in DevToDev and Kibana
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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
MyExp
I recommend
Achievemnt Earned
Legendary Hero!














