About
I design systems, progression and live events for Seafight, a long-running browser MMO.
I joined Bigpoint in QA in 2022, moved into game design in 2023, and now own the design of Seafight’s guild system rework, still designing live events alongside it, as one of its four game designers.

Apr 2022
Apr 2022
Associate QA Analyst
Tested live updates, events, features and permanent content across Seafight and Farmerama, and learned how a live game breaks from the player's side.
May 2023
May 2023
Junior Game Designer
Promoted from QA after live-content improvements I proposed were adopted and shipped. Designed live events and permanent content, including quests, progression, rewards and encounters, and regularly designed paid offers, shop items and premium rewards.
Nov 2024to now
Nov 2024to now
Freelance Game Designer
I asked to move to a freelance arrangement and was promoted from junior to associate (mid-level) designer at the same time. I work in the same team, remotely from Dublin with the studio in Hamburg. Since summer 2026 my main focus has been the rework and expansion of Seafight's guild system, where I own the feature design: new features, rebalancing and changes to what's already there. Its first update is live, and I still design live events alongside it.
- Designed and released roughly 6–7 live events a year before the guild rework, with sales packages alongside them
- Designed the Event Completion Window, now the standard pattern across Seafight events
Day to day
I work in a cross-functional team with developers, artists, QA, production and community. On the guild system and on events I shape the features, progression and rewards, balance them in spreadsheets, design the screens that support them, and write the specifications the team builds from. I follow implementation through to launch, then use analytics dashboards and results from SQL scripts, alongside player and peer feedback, to tune what follows.
What I bring
What I design, and where to see it.
Live events and live-ops design
Recurring, seasonal and experimental events on a fixed calendar: hook, loop, progression, rewards, encounters, then tuning from the last run.
Event design · Live-ops cadence · Quests and encounters · Specifications
Systems, progression and rewards
Reworking and rebalancing Seafight's guild system, reward structures by participation depth, early-progression pacing, and paid offers designed without devaluing veteran inventories.
Guild systems · Balancing in spreadsheets · Reward structures · Monetisation features
See it in
Event interfaces and features
In-game screens that make progress, urgency and value readable, designed as reusable states and specified for developers and artists.
Interface states · Figma mockups · Wireframing · Specifications
See it in
Data-informed tuning
Unity Analytics, analytics dashboards, results from SQL scripts, forum and Discord feedback, and internal post-event reports.
Live data · Player feedback · Post-launch tuning
See it in
Prototyping
Unity / C# game projects, including a sign-language learning game placed 9th globally in the Unity Connect Student Challenge.
Unity · C#
See it in
Tools
- Spreadsheets
- Figma
- Confluence
- Jira
- Unity Analytics
- Unity / C# (game prototyping)
- Git
Education
2021–2022
MSc Game Technology
Breda University of Applied Sciences
2018–2021
BA Computer Games & Programming, First Class Honours
Technological University Dublin
2025–2026
Graduate Certificate in Creativity, Innovation & Entrepreneurship
University College Dublin (UCD)
Open to permanent game design roles.
Systems, progression and live ops. Based in Dublin, open to relocating within the EU.