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 →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.

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.
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.
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.
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.
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.
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.
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.
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 →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 →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 →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 →Healthy monetization and player goodwill aren't opposites. How I frame value so spending feels like a choice, not a wall.
Read note →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.
I'm always glad to talk progression, economy, and Live Ops design. Connect with me on LinkedIn and let's get into it.