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LiquidX Studio
Senior Game Designer ( April 2023 - Feb 2024 )
In 2023, LiquidX invited me to join their team as a Senior Game Designer. They wanted me to spearhead the combat features. Although there are already ideas and desires on what the combat should be, it still requires a comprehensive research and a thorough consideration on how the combat can fit into the larger picture.
After reaching an understanding on the overall combat direction, I proceeded with designing all the necessary system to flesh out the gameplay. I work closely with other departments throughout the production. Along the way, I also constructed strategies for game balancing and mass production.
Product : RPG Auto Battle games for mobile and PC.
Keen Software House
Senior Game Designer ( October 2021 - March 2023 )
In 2021, Keen Software House offered me to join them as a Senior Game Designer. I mainly work on system design. My work includes 3C, shooting mechanics, weapon system, and other features that are unique to the project.
Besides that, I helped the team in rediscovering, and coherently articulate the game direction to enable us strategically prioritize our efforts. I also helped define an optimal way to write design document best suited for this project, and set up guidelines to conduct case studies.
Product : Simulation games for PC.
Ubisoft India
Game Designer ( June 2018 - September 2021 )
In 2018, I was offered to join Ubisoft India to be a part of their first AAA title. It was also their first attempt on a remake title. During this mission, I took up the role of a lead game designer.
I conducted a thorough research about the original game to understand the impact it has to the players, and how it influenced the game industry years ago. Based on those findings, I prepared and discussed the game direction with the creative director.
I was then scheduled to discuss the game direction with Jordan Mechner for his advise and consent. Then finally, I presented the game direction to the editorial team and secured the production green-light.
After that, I prepared high level design based on the game direction, and elaborate them into functional design with the help of my team. I also took the initiative to participate in the process of hiring new designers to expand the team.
Throughout the production, I manage a group of designers to ensure that we are designing towards a common goal. I offered continuous advice, guidance, mentorship on duties and best practices. I also facilitate communication between departments to make sure that the development doesn't stray away from the intended game direction.
Occasionally, I took up some design and productivity tasks to ease the burden of other designers.
Product : Games for PS4, XB1, Switch, and PC.
Dutajaya Media
Game Designer ( August 2016 - January 2018 )
In 2017, I was transferred to a sister company of Mediasoft to focus on VR technologies. I was assigned to explore new solutions for VR technology, along with a group of talented developers. The goal was to make VR experience versatile and accessible for everyone.
In our mission to develop solutions for VR theme park, we explored the possibilities of allowing players to roam freely within a room. We also find ways to give player a comfortable experience with the hardware and system that we came up with.
Through this research and development, the team managed to produce Dimension 12, a cooperation shooting experience, and Verxus, a player-versus-player shooting experience. Both sci-fi games are exclusively for VR theme park.
Simultaneously, the company acquired the game rights of an independent horror film, and I was assigned to design a game adaptation based on the horror film. The main idea behind this initiative was to expand our expertise with different platforms, and explore horror genre to reach out for new audience, while expanding our range of intellectual properties.
Product : VR games for VR theme park, and HTC Vive.
Mediasoft Entertainment
Junior Game Designer ( August 2013 - July 2016 )
When I first joined the company in 2013, I was given the task to complete their first original game. The team already had a working prototype, so my main goal was to figure out how to scale up the game, and design the remaining features.
While doing so, I helped the team to identify flaws within their workflow and refine it with the help of the entire team. The team's willingness to make adjustment during the production enabled us to improve our productivity, and eventually to the release of our first IP Jump Smash 2014.
Following the success of Jump Smash 2014, the directors wanted to have a stronger presence within South East Asia with a sequel, and I was assigned to design it. It was an interesting process to articulate all sorts of feedback, be it from the fans or directors, and turn them into functional designs. In the year 2015, our team managed to release Jump Smash 15.
While working on Jump Smash 15, the company appointed me to direct a game about Sepak Takraw, a sport that is native to South East Asia. I am grateful to be given complete creative freedom to direct and design this game. My influence was not limited to gameplay, game mechanics, game features and game aesthetic, but I was also entrusted to determine our audience demographic, and how we should monetize the game. In this exciting opportunity, I managed to establish new method of monetizing the game, which led to a revenue breakthrough for the company. We successfully released Roll Spike in 2016.
Product : Casual sport games for iOS, Android, PC, and PS4.
Activate
Intern ( March 2012 - May 2012 )
In this three months internship, I was assigned to take on the role of a front end mobile developer. The task consist of porting a travel agency mobile application from iOS to Android, using Appcelerator Titanium.
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