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About
Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.
Experience
Game Designer & DeveloperContract / Self-Employed
Associate Systems DesignerScopely
Associate Economy DesignerKabam
Game DesignerF&L Galaxy
Education
Full Sail Universitybachelor, Game Design (2020)
Key Strengths
Owned end-to-end economy/progression systems (research tree with unique currencies, sources/sinks, gates, seasonal extensibility)
Data-driven balancing using risk assessments and spreadsheet models to prevent unintended progression impacts
Built progression simulations forecasting long-term inflation risk (6–12 months) and tuned currencies accordingly
Iterative live tuning using telemetry + playtests; improved D7 retention ~7% while keeping monetization within targets (Marvel Contest of Champions)
Diagnosed midgame friction with quantified signals (upgrade time 1→4 sessions; 42% hitting Tier 4 currency wall) and reduced stalling nearly 50%
Strong cross-functional communication: economy briefs with assumptions, projections, drop-rate sims, and risk mitigation; shipped changes as measurable experiments under constraints
Reference Highlights
Strongly Recommended
strong understanding of the economy problem space
clean, well-organized tuning documentation
well-structured and logical tuning sheets
appropriate pacing decisions (accelerated leveling without harming early ARPU or trivializing difficulty)
data-informed approach using both high-level KPIs and granular progression metrics
monitored outcomes after implementation to validate impact
clear and effective communication with analytics (explained the 'why' behind data requests)
grew quickly in understanding progression pacing and player motivation
able to operate effectively and fairly independently by the end of tenure
Successfully owned a major, complex research tree addition
Handled complex tuning well
Proactively sought support and expert input early and often
Strong prioritization of product goals (F2P and high-spend value)
Clear, player-friendly communication of benefits and progression value
Strong quantitative modeling skills (spreadsheets and simulations)
Balanced mathematical targets with in-game player experience
Worked closely with economy owners to evaluate loop impacts
Smart structuring of progression into rarity/premium tracks
Effective playtest leadership and ability to explain/defend design decisions
Iterative improvement through many small tuning decisions
Strong grasp of reward loops, pacing, and player motivation
Understood relationship between price and time-to-earn in F2P vs premium
Balanced immediate reward satisfaction with long-term economic needs
Avoided negative impact on long-term project goals
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