
Card King Dragon Wars was the fist game I ever worked on and launched. It was a multiplayer card battler that was developed by Kung Fu Factory, for a Japanese publisher Crooz. It received Editor’s Choice awards on both the Apple and Google Play stores in over 80 countries. I Began my career as a QA tester on this game, but by the end of its development I came to be in charge of social media, live operations, customer support, and boss and creature development. Out of all the games I made this was the most fun to play and I loved learning and adapting to new roles and communicating with the community.
Character and Card Design
I am an avid reader and I love fiction and mythology, so my passion allowed me to excel at creating and designing fantasy characters. This may have been the first game I ever worked on, but I got the privilege to create the physical and gameplay concepts for most of the characters. I designed how they looked, what they were named, and how they played








Live Ops and Boss Encounter Design
Based on my passion for working on the creatures in the game, my lead designer allowed me to work on all of the live ops events. We were heavily inspired by the classic mobile game Puzzles and Dragons. For every update I picked a new creature to release, and then designed an epic fight that would showcase its power and gameplay themes. I would also schedule and run the premium gacha events, and I designed the weekly dungeons that players would farm for materials and currency.

This was the first boss event I ever designed. The manticore would heal its allies and deal damage at the same time which forced the player to face him and other random members of his character set.

For the Spider King fight I made the player survive against a horde of spiders while slowly gaining stacks of poison, in order to show the boss' ability to leverage those stacks for massive damage and to make the fight feel epic and challenging.

This was a boss dungeon that showcased two new premium characters. In this fight, one wizard would stack a healing effect on their allies and the other would stack a damage amplification effect on the player's creatures. Players would have to choose which wizard to dispatch first and deal with them quickly before the fight got out of hand

I designed the premium gacha events and scheduled them for each weekend. I was aksi responsible for sending out the announcements over social media.

I designed the weekly event cycle based off of popular mobile auto-battlers like Summoners War and Puzzle and Dragons

I also designed the multiplayer events, and put on many successful weekend tournaments that greatly increased player engagement.