- PAGE UNDER CONSTRUCTION -
Project Origin - Developed at MAG Interactive
Role - Senior Game Designer
Genre - Match 3 / Puzzle
Time - Mar 2025 - Sep 2025
Disclaimer: - All visuals and examples are illustrative and reconstructed for portfolio purposes or publicly available. No proprietary data, tools, or internal metrics are shown.
Scope of ownership
Game-wide system consistency (energy, lives, tickets, timers, progression gates)
Feature design from concept → live operation
Design process, documentation standards, and cross-discipline collaboration
Live game health discussions (retention, engagement, content cadence)
Economy balance (reward input vs output)
Key contributions
Established a shared design way-of-working across design, product, and development.
Realigned fragmented meta-systems into a coherent, reusable system language across all game modes.
Designed and shipped Blaster Legend, an end-of-content feature that increased engagement and retention between level releases.
Designed Duck Race, a competitive team-based meta feature driving cooperative play across all Quizduel activities.
Defined a long-term bot strategy, focused on retention, onboarding, liquidity, and UX quality — prioritizing systemic simplicity over human imitation.
Introduced standardized documentation templates and restructured internal knowledge to improve scalability and clarity.
Contributed continuously to roadmap planning, feature scoping, and product vision via weekly syncs.
Impact
Reduced systemic friction and cognitive load by unifying previously inconsistent mechanics.
Improved end-game retention and engagement loops.
Enabled better cross-team alignment through shared frameworks and documentation.
Strengthened economy stability through deliberate reward balancing.
Created foundations for scalable growth in lower-liquidity markets.
🦆 Design Slice B. — Duck Race (Team-Based Meta Feature)
Problem
Quizduel lacked a recurring, social meta-system that encouraged ongoing engagement across all game modes. Existing play was largely individual, episodic, and siloed, limiting long-term motivation and team identity.
Design Goal
Create a low-friction, team-based competitive feature that:
Encourages regular return play without increasing session length
Activates multiple playstyles and game modes
Scales across regions with varying player activity
Avoids grind and social pressure fatigue
My Action
Designed Duck Race as a task-driven team competition layered on top of existing gameplay.
Defined a task system sourcing objectives from all Quizduel activities, ensuring relevance without forcing new behavior.
Designed contribution rules where individual progress feeds directly into team success, reinforcing collective motivation.
Introduced staggered task refreshes and optional manual refreshes to balance agency, pacing, and economy safety.
Structured rewards around frequent milestones at both individual and team levels to sustain engagement throughout the event.
Ensured competitive resolution remained clear and deterministic, even in edge cases (e.g. tie-breaking by completion order).
Signal Visual
(Illustrative and simplified for portfolio purposes.)
Outcome / Impact
Shipped through test markets, expanded to top markets, and rolled out globally.
Drove increased engagement among participating players through sustained, cross-mode play.
Highlighted onboarding and feature visibility as key adoption challenges, guiding post-launch iteration.
Established a scalable foundation for future team-based events and competitive features.
Design Takeaway
Layering social competition onto existing behaviors proved more sustainable than introducing new modes. The primary design challenge was not engagement depth, but first-time clarity and discoverability — a reminder that systemic strength depends as much on onboarding as on mechanics.