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MY POSITION

GAME DESIGNER & QA GAME TESTER
  • Served as Scrum Master, maintaining the feature backlog, managing sprint planning and tracking the product roadmap from initial concept through to release.
     

  • Managed day-to-day communication with the outsourced development team, ensuring implementation stayed aligned with the design and flagging inconsistencies before they reached production.
     

  • Defined all building types across resource, storage, defense and utility categories, including a trap system designed to reward strategic placement and player-enemy combo mechanics.
     

  • Contributed to broader product and company discussions beyond the scope of the project, participating in brainstorming sessions on game concepts and studio direction.

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My Responsibilities

  • Led the design of njoyWorld from concept to production, authoring the full GDD and pitch documentation for the studio's flagship children's development title.
     

  • Worked within a child development framework covering five cognitive categories, collaborating with psychologists to translate developmental goals into game ideas and mini-game concepts suitable for the target age group.
     

  • Designed the city-building progression system, where mini-game performance directly determined both the construction and visual quality of city structures, tying player skill to tangible world-building outcomes.
     

  • Conducted quality assurance and test plays across the project, feeding findings back into the backlog and sprint cycles.

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DESIGN BREAKDOWN

  • Steered away from rigid progression structures common in children's educational games, designing njoyWorld around open-ended city building so that children could express imagination freely rather than follow a prescribed path.
     

  • Tied mini-game performance directly to the visual quality of city structures, so that a child's skill and effort translated into something tangible and personally meaningful in their world rather than abstract points or badges.
     

  • Designed over 30 original mini-games distributed equally across five cognitive development categories, ensuring no single intelligence type was over or underrepresented in the play session regardless of how the child chose to build their city.

  • Built dynamic difficulty adjustment (DDA) into every mini-game so that the experience scaled to each child's ability level, preventing both frustration for struggling players and disengagement for stronger ones.
     

  • Designed each mini-game's measurable parameters in alignment with the parent observation system, ensuring that the data parents could monitor reflected meaningful cognitive indicators rather than surface-level engagement metrics.

Sample GDD

This GDD does not include the more than 30 mini-games available in the njoyworld app.

Game Images

Game visuals from the marketing phase are shown below.

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