Sr. Game Designer – Systems (Economics & Combat) | 2023 – Present
I serve as the dual-system owner for both the empire-level economy and tactical combat on Civ VII, guiding design from late production into live-service balancing.
Introduced Town Specialization to make the new City/Town split meaningful—now a fan-favorite feature.
Re-imagined Happiness as a yield: low values trigger penalties, high values unlock Celebrations and global buffs.
Set the pacing & weights for every core yield (Food, Production, Gold, Happiness, Science, Culture, Influence) across all eras.
Founded the “Zealots” Deity-level playtest group, driving top survey scores for both Economics and Combat.
Drove some of the most popular design changes: Isabella Ability rework, Growth Curve Adjustments.
Led a mixed pod of engineers and created pipelines for a dozen artists; appeared in patch videos (1.2.0, 1.2.2) and global press tours, including IGN China.
Game Designer II (formerly Editor) | 2019 – 2023
Starting as an editor and growing into design, I kept the physical TCG’s live-service ecosystem fresh during its recent popularity surge.
Designed evergreen products—Mimikyu ex Box, Pokémon Battle Academy, tins & gift boxes—to engage new and veteran players.
Balanced product economies & rarity mixes for new products while coordinating art, UX, and manufacturing timelines with Tokyo HQ.
Coded an internal QA parser that scanned thousands of cards, catching text and layout errors before print.
Collaborated with cross-regional teams to ensure launches landed on schedule during the TCG’s record-breaking boom.