Zynga

Game Designer | System Design | Game Balance | Monetization | 05.2013 -> 01.2014

  • Created challenging levels & mechanics to keep the audience engaged in our game Puzzle Charms.
  • Increased retention by redesigning the FTUE (levels 1-10).
  • Prototyped with devs & artists on new mechanics, experiences, and concepts.
  • Worked with producers and analysts to create gameplay experiments that bettered the product.
  • Designed new Boss Battle levels for the game (video below):
Level 10 – Big Bad Wolf Boss Battle redesign. The new boss battles were loosely based off Mike Tyson’s Punch Out. Bosses attacked at predictable intervals and counter attacked if you did a lot of damage to them. I even added a life bar to give it a fighting game feel.
Created a working “2 Colored” match-3 level.

Created a level with more Special pieces on it than normal pieces. Feedback from co-workers about a level I created (pictured above):

  • “I can’t believe how much fun this level (#78) is.”  -Teo Acosta
  • “Level 78… we need to think of it when we make our next game, something about it is so fun even when you’re losing…  a whole game of that feeling would be great :)”   -Dominic Sodano.