I turn player behavior into products that grow.
Product strategy, systems design, LiveOps, economy, monetization and analytics — from discovery to launch and scale.
Building a racing product around progression, experimentation and live operations.
Highway Racer Pro reached 500,000 downloads in its first month with zero paid marketing and held the #1 position in the U.S. App Store Racing category for 12 consecutive months.
Product leadership
Owned roadmap planning, system design and sprint structure for a 20-person cross-functional team.
Progression architecture
Designed car level, driver level, missions, experience and currency systems across the full player journey.
Simulation-led balancing
Modeled vehicle physics, race outcomes and progression states by player segment in spreadsheets.
LiveOps platform
Designed the internal tool used to remotely run pricing, tutorial, economy and A/B tests by country.
Data-informed decisions
Queried product data with AI-assisted workflows and converted findings into prioritized product actions.
Content production
Designed a deep vehicle customization system and coordinated car production with the 3D art team.
Live products you can play.
Select a game to open its official store page. Each card pairs the live product with the systems and outcomes I owned.

Parking Master Multiplayer 2
Google Play ↗Improved monetization performance through product analysis, economy iteration and experimentation while designing the onboarding and first-time user experience.

Madness Match: PvP Match 3
App Store ↗Designed boosters, round systems, tile probabilities and new level mechanics for a competitive puzzle experience.

Boat Battles: Defend Your Raft
Google Play ↗Created implementation-ready documentation for clan systems, crafting, economy balance and player-experience progression.

Legacy of Discord: Furious Wings
App Store ↗Analyzed the original Asian product and supported its adaptation for European and MENA audiences through localized game concepts, features and live events.

Game of Thrones: Winter Is Coming
Official Website ↗Supported the regional release with market research, competitive analysis and content adaptation for European and MENA players.
Selected gameplay, concrete ownership.
Gameplay footage from earlier projects across multiplayer, puzzle, sports and card-game development, paired with the systems and decisions I owned.
Real Basketball 2
Designed the shooting mechanic, built its technical simulation and validated the system through structured gameplay testing.
- Core mechanic
- Simulation
- Playtesting
- Multiplayer
Red Sky
Designed card mechanics, progression and economy systems, including Machinations models for chest cycles, card balance and first-time user experience.
- Card balance
- Progression
- Machinations
- FTUE onboarding
Madness Match / Match Stars
Designed boosters, round rules, tile-spawn probabilities and new level mechanics, shaping the competitive core loop and match-to-match pacing.
- Boosters
- Round systems
- Probability
- Level mechanics
Berry Match
Designed levels and level objectives, shaping difficulty and pacing to support a strong Day 1 retention performance.
- Level design
- Level objectives
- D1 retention
- Match-3
Drag Clash
Designed the chest and card-upgrade economy, vehicle balance and physics simulations used to forecast race outcomes before implementation.
- Economy
- PvP
- Vehicle physics
- Simulation
From product question to measurable outcome.
Eight years across game development, combining product judgment with hands-on system design and analytical depth.
Product
- Product strategy
- Discovery & validation
- Roadmap & backlog prioritization
- Product requirement documents
- Stakeholder alignment
Growth & Analytics
- A/B testing
- SQL analysis
- Cohort & funnel analysis
- Segmentation
- ARPU, ARPDAU & LTV optimization
Game Systems
- Economy & progression
- Monetization
- LiveOps
- FTUE & onboarding
- Balance & probability modeling
Production
- Agile / Scrum
- Sprint planning
- Cross-functional leadership
- Jira & Confluence
- AI-assisted prototyping
Strategy that stays close to the product.
I combine product management with the systems thinking of a game designer: define the problem, model the behavior, align the team, ship the solution and learn from the result.
My work spans racing, multiplayer, puzzle and card games, with a focus on free-to-play systems, player value and sustainable product growth.