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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

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.

  • 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.)

  • Achieved 31% D1 retention and €0.01 CPI in user acquisition

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

  • Wrote detailed 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 results

2025
Rumble Run.png
icon512_Square.png
Blacksmith.png
icon_2.png
Ninja.jpg
Speed Rush.png
Naxeex
Parkour.png
Tentacle Drift icon.jpg
Risk Race.png
Cosmic Calm icon.jpg
2023
Kick The Buddy Second Kick

Game Designer

I dealt with a redesign of the whole game, i planned sprints, managed the team, prepared features and documentation, worked with player onboarding and advertisement implementation and researched analytics.

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

Meta / UX / Senior Game Designer

Pixel Gun is a live-service with active community and cubic style.

  • Led end-to-end development of meta-features, overseeing concept, implementation, release, and live-ops

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

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

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

  • Ran controlled experiments on ad monetization and subscription offers to maximize LTV and engagement

  • Served as feature owner, coordinating a cross-functional team of up to 20 members through all development phases and post-launch iterations

2022
PixelGun3D.png
2020
Cubic Games
ex Lightmap
SeaLife

Senior Game Designer

I prepared this project for the soft launch: I combined meta of merge and core of match-3 mechanics, created economy balance, created documentation and experimented with loot box mechanics.

2020
2020
Fishlife.jpg
Dankolab
Mighty Party

Senior Game Designer / SCRUM master

Mighty Party – collectible card game with turn-based core battles.

  • Designed and implemented in-game repeatable events and holiday mechanics

  • Customized and optimized meta-activities using Google Sheets

  • Authored comprehensive process and design documentation in Confluence

  • Defined, prioritized, and assigned clear tasks for the team in YouTrack

  • Conceptualized Windows-style UI/UX prototypes directly in Unity

  • Monitored and analyzed game metrics in DevtoDev and Tabix

  • Developed internal tools for event setup and automated data analysis

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
ABC Logo.png
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.

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

  • Balanced daily/weekly activities, onboarding, tutorials, and clan-based interactions

  • Created and managed content in Google Sheets; scripted quests in JSON using IntelliJ IDEA

  • Built and designed open-world levels in Unity

  • Authored detailed documentation in Confluence and structured clear tasks in Asana and Jira

  • Analyzed player behavior and game performance using DevtoDev and Kibana

  • 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
In Flames
MyExp

I recommend

Unity Learn

Rock Paper Shotgun

Achievemnt Earned

Now you know!

© 2025 Alex Creo

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