Senior Game Designer

Hi, I'm Hristina —
I design game systems.

For the past six years I've designed the systems, economies, and Live Ops behind free-to-play mobile games. Based in Sofia, currently at Imperia Online.

Systems & EconomyLive OpsProgression DesignUnity
Hristina Zaykova
Based in
Sofia, Bulgaria
6+
Years in game design
7
Shipped & live titles
4.6★
Top title store rating
F2P
Mobile specialist
01

About

Game Designer with over 6 years of experience in free-to-play mobile games, specialized in systems, economy and Live Ops.

Since 2019, I have worked on long-running strategy and simulation titles in Unity and proprietary engines, launched across platforms like Google Play, the App Store and Steam — designing the gameplay systems, progression and live content that keep players coming back. My work blends creative vision, systems thinking and data-driven problem solving.

Nowadays, I am working at Imperia Online (part of Stillfront Group) as a Senior Game Designer, leading Live Ops and economy design across multiple live titles. I am always looking for new challenges where I can craft meaningful, intuitive experiences and push creative boundaries.

Top Skills

Game DesignSystems & EconomyGame Balance & ProgressionLive OpsMechanics & Gameplay DesignLevel DesignNarrativePrototypingUX DesignDocumentation & MockupsUnity3D ArtUI / UX

Details

EducationBournemouth University
DegreeBA Games Design
LanguagesEN · BG · KR
StudioImperia Online
02

Selected games

Game Designer · 2020–2025

SIEGE: World War II

F2P mobile deck-building strategy · 2018
Developer part of

An immersive F2P deck-building strategy game set in World War II. Players engage in epic PvP battles, unlock powerful cards and commanders, and dominate the battlefield through strategic play. I designed and launched systems across a 4+ year run.

Mobile (iOS / Android)Strategy · Card BattlerPvP
Google Play
4.61M+ downloads
App Store
4.7free · in-app purchases

My contributions

  • Gameplay systems: designed, iterated, and launched new systems and live features, maintaining player interest over 4+ years
  • Economy balancing: tuned the economy through data-driven analysis for healthy progression and monetization
  • Player experience: used analytics to improve retention, progression pacing, and overall experience
  • Cross-functional work: aligned design with art, dev, and product; supported ongoing Live Ops updates
Game Designer · 2024–2025

War Commander: Rogue Assault

3D real-time military strategy · 2016
Developer part of

A real-time strategy game where players build military bases, command powerful units, and engage in tactical warfare against players worldwide. I designed new mechanics, units, and live events, and built event maps in Unity.

Mobile (iOS / Android)Steam (PC)Real-time StrategyPvP · Base BuilderUnity
Google Play
4.010M+ · 190K ratings
App Store
4.6free · IAP
Steam
77%Mostly Positive

My contributions

  • Mechanics & content: designed and implemented new mechanics, units, and live event features for strategic depth
  • Economy: managed unit/event data and ran economy analysis and balancing for long-term progression
  • Playtesting: oversaw external playtests and turned qualitative & quantitative feedback into improvements
  • Implementation: built event maps in Unity and maintained structured design documentation
Senior Game Designer · 2025–Present

Bakery Story

Social simulation · Storm8 / TeamLava
Operated by part of

Build and customize your dream bakery in this charming social game. Bake delicious treats, decorate your shop, and serve customers to become the ultimate baker. I lead Live Ops events and progression to drive DAU and retention.

Mobile (iOS / Android)SimulationLive OpsFree-to-play
Google Play
4.010M+ · 360K ratings
App Store
4.6free · in-app purchases

My contributions

  • Event & progression design: designed and iterated on Live Ops events and progression to increase DAU and retention
  • Player-centric improvements: analyzed behavior and feedback to refine pacing, rewards, and feature clarity
  • Process optimization: streamlined Live Ops design processes following project transition
  • Collaboration & mentorship: partnered with product, art, and engineering; mentored new designers
Senior Game Designer · 2025–Present

Restaurant Story

Casual simulation · Storm8 / TeamLava
Operated by part of

Create and manage your own restaurant in this casual simulation game. Design layouts, craft recipes, and build a culinary empire. I focus on economy balance and Live Ops planning to support long-term retention.

Mobile (iOS / Android)SimulationLive OpsFree-to-play
Google Play
4.210M+ downloads
App Store
4.25.3K ratings

My contributions

  • Systems & economy: balanced resource flows, progression curves, and time-based systems for long-term retention
  • Live content planning: planned and maintained Live Ops calendars for a consistent content cadence
  • Data-driven iteration: used metrics and player insights to guide features and economy tuning
  • Cross-team alignment: aligned design decisions with business objectives, player-first throughout
Senior Game Designer · 2025–Present

Fashion Story

Social simulation · Storm8 / TeamLava
Operated by part of

A social simulation game where players design and manage their own fashion boutique, creating trendy outfits and building a thriving store. I plan Live Ops calendars and balance event structures for engagement and healthy monetization.

Mobile (iOS / Android)SimulationLive OpsFree-to-play
Google Play
4.21M+ downloads
App Store
4.5free · in-app purchases

My contributions

  • Live content planning: planned and maintained Live Ops calendars for consistent cadence and motivation
  • Creative direction: collaborated with art and product for thematic consistency and visual appeal
  • Live Ops polish: contributed to feature refinement, performance improvements, and content quality
  • Event design: designed and balanced event structures to maximize engagement with healthy monetization

Store ratings and download figures are drawn from public App Store / Google Play listings and store-analytics aggregators, and reflect lifetime figures across the games' full run. Some App Store ratings are approximate where a public total isn't published. Trailers and store links are from Hristina's portfolio; carousel galleries use the official trailer thumbnails — swap in more screenshots anytime.

03

Experience

Senior Game Designer — Restaurant / Bakery / Fashion Story
Imperia Online
Feb 2025 – Present · Sofia, Bulgaria
Game Designer — War Commander: Rogue Assault
Imperia Online
May 2024 – Feb 2025
Game Designer — SIEGE: World War II
Imperia Online
May 2020 – Jan 2025
Game Designer — Panda Boi Runner & Panzeiro: Monster Run
Imperia Online
Jan 2023
Game Design Intern
Imperia Online
Sep 2019 – Apr 2020
BA Games Design — Game & Interactive Media Design
Bournemouth University
2017 – 2021
04

Design notes

Economy Design

Tuning a card economy without breaking the meta

What I look at first when a deck-builder's rewards start to feel either stingy or runaway — and the small levers that fix it before players notice.

Read note →
Live Ops

Building a Live Ops calendar players can feel

Cadence is a design material. A few notes on pacing events so a game stays fresh week to week without exhausting the team or the audience.

Read note →
Progression

Progression curves that respect a player's time

Why the shape of the curve matters more than the numbers on it, and how I test whether a system gives players something worth coming back for.

Read note →
Player Feedback

Turning review-store noise into a design backlog

A practical pass for reading player feedback at scale — separating the loud from the load-bearing and translating it into changes worth shipping.

Read note →
Monetization

Designing offers that don't feel like traps

Healthy monetization and player goodwill aren't opposites. How I frame value so spending feels like a choice, not a wall.

Read note →
Craft

From spreadsheet to ship: how a system gets built

A walk through my process from first model to live feature — the documents, the playtests, and the iteration loops in between.

Read note →

The first note links to a full article page as a working example. The rest are placeholders — swap the titles and copy for your own writing, and point each card at its own post page (duplicate the article template) when you're ready.

Let's build something

Have a system that needs
players to stick around?

I'm always glad to talk progression, economy, and Live Ops design. Connect with me on LinkedIn and let's get into it.