Systems-Driven Game Designer | Feature Owner
I am a Game Designer specializing in the architecture of gameplay systems, balancing, and mechanical interconnectivity. I have experienced with work focusing on how individual mechanics—from physics-based rules to UI feedback—function as a singular, cohesive ecosystem.
Growing up as an active player and later working as a designer allowed me to experience games from both sides. This dual perspective continues to shape how I think about player behaviour, motivation and cooperation, and why I care deeply about designing systems that respect players’ time while still challenging and engaging them.
I approach game design as a holistic discipline that requires a balance of high-level creativity and technical structure. With expereince spanning from working with major IP titles (Godzilla, Star Trek, Stranger Things) at Zen studios to independent physical and digital projects, I have developed a versatile skillset as a Feature Owner. I am equally comfortable designing complex scoring logic, directing cross-departmental pipelines (Art, Audio, VA), and handling technical implementation in-engine.
CORE COMPETENCIES
These are the pillars of my design process, applicable across genres and platforms:
- Systemic Design & Balancing: Creating interconnected gameplay loops and mission logic with a focus on “Game Feel” and long-term engagement.
- Technical Implementation: Proficient in visual scripting (Blueprint-equivalent) and Unreal Engine integration to move designs from concept to build.
- Creative Coordination: Experienced in directing 2D/3D artists, audio designers, and voice actors to ensure thematic and mechanical cohesion.
- IP Adaptation: Translating complex cinematic narratives and brand guidelines into interactive systems and world-building.
- End-to-End Ownership: Leading “pod” structures to manage project milestones, stakeholder feedback, and final delivery.
Read more about how I approach design here.
SELECTED EXPERIENCE
ZEN STUDIOS Ltd.
Game Designer — Feature Owner (Pinball FX – Table designer)
In my time at Zen Studios, I acted as the primary designer and “hub” for individual table projects. This role required me to manage a dedicated micro-team (Artists, Testers, Audio) while maintaining full ownership of the design and technical implementation.
Notable Contributions – Credited designer; established core layout, scoring systems, and mission logic
- Godzilla Pinball (DLC) — Concept to Launch
- Star Trek Discovery Pinball (DLC) — Concept to Launch
- Stranger Things Pinball (Netflix’s Pinball Masters) — Concept to Beta
Key Responsibilities:
- System Architecture: Designed the table layout, rulesets, and mission progression.
- Technical Design: Developed gameplay code via visual scripting and imported the result into Unreal Engine.
- Pipeline Direction: Decided art and music direction; provided detailed requests to 2D/3D artists and coordinated with audio engineers and cooperated with IP owners, implementing their requests.
- Audio design: Researched IP source material, wrote voice-over scripts, and selected/directed voice acting talent.
- Project Coordination: Managed deadlines and cross-functional communication to ensure feature-complete delivery in accordance with main project deadlines.
View a detailed breakdown of my work at Zen Studios here


INDEPENDENT FREELANCE PROJECTS – PHYSICAL, DIGITAL & HYBRID GAMES
Cultural & Tourism Gamification
While completing my BSc and MA in Game Design, I was commissioned by cultural and historical initiatives in Hungary to lead the design and development of localized gaming experiences. These projects required delivering high-value outcomes within focused budgets, often acting as the sole designer and developer, in cooperation with one or more artists.
- Castle Hotel Tourism Redevelopment: (Fehérvárcsurgó): 3 board games, 1 digital, 1 hybrid games.
- Regional Tourism Initiative (Tihany): 1 Card Game, 1 digital game.
Key Takeaway: These projects provided early-career experience in managing the full development lifecycle—from stakeholder negotiation and prototyping to final delivery—proving my ability to adapt design principles to real-world constraints.
View more about these early-career projects here



INTERNSHIPS & ACADEMIC DESIGN PROJECTS
Applied Research, Prototyping & World-building
My academic career was defined by a “theory into practice” approach. Whether conducting applied research for commercial clients or prototyping original concepts, I focused on the rigorous application of design theories to real-world challenges.
- Design & Gamification Intern (Bossers & Cnossen): Conducted primary research on the gamification of skill development for job-market reintegration. These findings were formally adopted by the company for continued internal development.
- Game Design Intern (RPGScenery): Contributed to Unreal Engine map design and environmental storytelling for a specialized D&D companion app. I provided academic design perspectives within a team of industry veterans to enhance player engagement and environmental storytelling.
- Academic Project Portfolio: Led multiple 2D and 3D small-scale projects from concept to early prototype, acting as project lead and filling various design roles (UI/UX, gameplay mechanics, map design, narrative, and balancing).
Key Takeaway: My academic background provides a rigorous foundation in a wide design skillset, with a particular focus on the structural evolution of genres and intellectual properties. This allowed me to match deep theoretical research with practical implementation—approaching studio work with a professional methodology built up throughout my education. I have developed a strong inclination to innovate within existing frameworks while maintaining a disciplined, evidence-based focus on the player experience.
Explore the Internship & Study Project Portfolio here





