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Funkitron Games

RuPaul's Drag Race: Match Queen

Development Info

Role: Designer, QA tester

Duration: Jan 2024 - Present

              (Joined Feb 2024)

Tools used: Unity, GitHub

Team size: 25

Game Info

Genre: Match-3, Casual

Platform: iOS, Android

Project Status: LiveOps

Links

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get-it-on-google-play-google-play-badge-png-logos-23.png

BudFarm: Munchie Match

Development Info

Role: Designer, QA tester

Duration: April 2023 - Present 

              (Joined Feb 2024)

Tools used: Unity, GitHub

Team size: 25

Game Info

Genre: Match-3, Casual

Platform: iOS, Android

Project Status: LiveOps

Links

apple-app-store-icon.png
get-it-on-google-play-google-play-badge-png-logos-23.png

Cheech and Chong's Kush Kingdom

Development Info

Role: Designer, QA tester

Duration: April 2023 - Present 

              (Joined Feb 2024)

Tools used: Unity, GitHub

Team size: 25

Game Info

Genre: Match-3, Casual

Platform: iOS, Android

Project Status: LiveOps

Links

apple-app-store-icon.png
get-it-on-google-play-google-play-badge-png-logos-23.png

Game Description

Match 3 games collaborating with various IP such as RuPaul's Drag Race, Budfarm, and Cheech and Chong. Games feature up to 4600 levels, meta progression, unlockable cosmetics, and mini games that add that to larger gameplay flow.

What I Did

  • Designed, tested, and balanced 1150+ levels across all titles

  • Designed and developed content for card collection system, featuring 400+ cards

  • Designed content for meta progression system to maintain player retention in the first 6 hours

  • Designed and pitched hidden object minigame to clients

  • Worked on titles at various stages of development (Early concept -- LiveOps)

  • QA tested levels and user reported bugs

  • Verified 75+ builds before launch

  • Responded to and resolved 20+ customer support tickets for all titles, providing timely and accurate solutions

What I Learned

  • Learned how to collaborate effectively within a team of roughly 25 people across all fields in a professional setting over the course of ~3 years.

  • Developed a fast and iterative level design workflow, enabling the creation and balancing of 10-15 levels per week.

  • Improved my ability to translate design concepts into clear documentation for both technical and non-technical audiences.

  • Improved my ability to work with external clients, adapting to both informal design conversations and formal pitch presentations.

  • Learned to adapt to project needs by contributing across QA, customer support, and audio while maintaining steady progress on design tasks.

Level Examples

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