About // Principal Game Designer, PeopleFun

The garage days are back.

18+ years designing games, from console action to mobile F2P in some of the most competitive genres in the market. I've shipped titles that earned over $100M, led design teams, and built retention, monetization and engagement systems from the ground up.

At PeopleFun I've helped lead a shift in how we make games: the team owns the full funnel, from the ad and the store page through the core loop and monetization. New games needed ads and store pages to test with, so I took that on myself, making video ads, playables and store art with AI tools and hitting CPIs of $1.25 to $4.00 on word and puzzle prototypes.

Word Snap! Merge was the first big test. I was one of the first designers at the studio to pitch my own game and own all of it, start to finish: solo, from a 70-hour prototype to soft launch in six weeks of full-time work. It became one of the first games to guide how the studio would transform its processes with AI. The tools have moved fast since, and today I release full games in three to four weeks.

I think the craft is heading back to something like the garage days: game developers with a passion for pushing boundaries, carrying a whole production with AI tools, and the right teammates plugging in at the right moments.

How I work

Not vibe coding.
Agentic engineering.

Career route // Since 2007
  1. Nov 2007
    Bandai NamcoWhere it started: Afro Samurai, then Splatterhouse
  2. 2012–2013
    SilverTree MediaCordy 2, Apple Editors' Choice. Later bought by GSN
  3. 2013–2019
    GSN GamesSolitaire TriPeaks to $100M+ a year
  4. 2020
    MachineZoneLead Game Designer. Acquired by AppLovin in 2020
  5. 2020–2022
    AppLovinUnity prototypes, economy and engagement
  6. 2022
    Tilting PointCypher 007, 4.8★ on Apple Arcade
  7. 2023–now
    PeopleFunDesign Director, now Principal Game Designer▲ You are here

Want to compare notes on game design or AI-powered production? Email me at hoptrix80@gmail.com or message me on LinkedIn. My resume has the full history.

Titles I've worked on
Game design // AI-powered production // Live ops

Got a problem?
Point me at it.