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gd·03Available now

Game Designer, UI/UX & Economy

Niš, Serbia · Open to remote or relocation anywhere (EU passport)

Mobile game designer who took a 3D space shooter's D1 retention from 3% to 17% in two months, and was sole designer on an idle tycoon built in three months.

Open tocontractpermanent
Favourite song
Jump (Van Halen)
Favourite colour
Mint green
Favourite game
Vampire: The Masquerade Bloodlines

Summary

A hands-on mobile designer who owns the whole loop: design, UI/UX, economy and even the art. Came up through QA and test leadership at a top-tier mobile games company, moved into design for more say over game direction, and has since turned around a struggling shooter's retention and designed an idle tycoon end to end with a team of three developers.

Commercials

Day rate (contract)
£140 / day
Annual salary (permanent)
£32,000 / year
Open to
Contract · Permanent
Availability
Available now

Skills

  • Game design
  • Level & obstacle design
  • UI/UX
  • FTUE
  • Economy & monetisation
  • Retention optimisation
  • Narrative design
  • Competitive analysis
  • QA leadership
  • Unity
  • Figma
  • C#
  • Blueprints
  • Blender

Experience

  • Five years in mobile games with a clear progression from QA Tester to Lead QA to Game Designer, combining strong analytical foundations with creative design capability.
  • Most recently Game Designer at a small mobile studio, leading full design on a 3D space shooter: improved D1 retention from 3% to 17% within two months through combat, economy and FTUE optimisation.
  • Sole designer on the studio's idle tycoon, built in three months by a team of three developers plus him. Owned the full game design, including all UI/UX, the FTUE and the economy.
  • Before that, two years as Lead Test Analyst at a top-tier mobile games company, managing a team of testers while expanding into narrative design, localisation and game design documentation. Led QA for the meta game and built an MVP for a farming tycoon concept.
  • A technical designer who has done game, level and obstacle design in Unity, Figma and Blender, creates his own art assets and handles full UI/UX implementation.
  • Understands LiveOps from the inside through a PvP release and several soft launches at that company.

Motivations

Moved beyond QA into design for greater impact on game direction and player experience. Thrives in small teams where he can wear multiple hats and own design, art and implementation. Studies games systematically, treating competitive analysis and market research as core skills rather than afterthoughts.

Recruiter notes

The retention turnaround is the headline: D1 from 3% to 17% in two months on a live shooter, through combat, economy and FTUE work.

A natural fit for small teams and early-stage studios: he designs it, builds the UI, makes the art and knows how to test it.

His QA and test-lead years show in his design: he thinks about edge cases, soft launches and what breaks before it ships.

Profile filters

Discipline
Game design
Industry
Games
Categories
Casual · Midcore
Genres
Action · Simulation
Expertise
Economy & balancing · LiveOps
Location
Niš, Serbia · Open to remote or relocation anywhere (EU passport)

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