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
8
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

Games

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

My contributions

  • Event & progression design: designed and iterated on Live Ops events and progression systems aimed at growing daily active users and strengthening early- and late-game retention
  • Economy & offers: tuned the in-game economy and offer structure to improve conversion and ARPPU while keeping spending feeling fair to players
  • Player-centric improvements: analyzed player behavior and feedback to refine pacing, reward loops, and feature clarity, reducing friction in key flows
  • Process & transition: streamlined Live Ops design processes after the project moved into the studio, improving content throughput and consistency
  • Collaboration & mentorship: partnered with product, art, and engineering, and mentored newer designers on systems and live-content practice
Google Play
4.010M+ · 360K ratings
App Store
4.6free · in-app purchases
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

My contributions

  • Systems & economy: balanced resource flows, progression curves, and time-based systems to support long-term retention and a healthy economy
  • Monetization: shaped offers and sink/source balance to improve conversion and ARPPU without compromising the free-to-play experience
  • Live content planning: built and maintained Live Ops calendars that kept session frequency and engagement steady week over week
  • Data-driven iteration: used live metrics and player insights to prioritize features and tune the economy, validating impact post-launch
  • Cross-team alignment: aligned design decisions with business goals while keeping the player experience first
Google Play
4.210M+ downloads
App Store
4.25.3K ratings
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

My contributions

  • Event design: designed and balanced limited-time event structures to maximize engagement and daily active users while keeping monetization healthy
  • Live content planning: planned and maintained Live Ops calendars that sustained session frequency and gave players consistent motivation to return
  • Economy & offers: tuned reward economies and offer pacing to support conversion and ARPPU alongside player goodwill
  • Creative direction: collaborated with art and product on thematic consistency and visual appeal to strengthen the game's identity
  • Live Ops polish: drove feature refinement, performance improvements, and content quality across the live calendar
Google Play
4.21M+ downloads
App Store
4.5free · in-app purchases
Senior Game Designer · 2025

Castle Story

Fantasy kingdom-building sim · Storm8 / TeamLava
Operated by part of

A fantasy simulation where players build a kingdom of magical buildings, raise animals, and explore an enchanted forest through a curse-lifting story. I drove the narrative content and Live Ops, and helped transition the project into the studio's pipeline.

Mobile (iOS / Android)SimulationNarrative · Live OpsFree-to-play

My contributions

  • Narrative: wrote and structured story-driven quests and event narratives that deepened engagement and gave players a reason to keep progressing
  • Live Ops: designed and ran live events and content updates that sustained activity and re-engaged a long-tenured player base
  • Economy & rewards: balanced event pacing, rewards, and sinks to maintain healthy progression and support monetization
  • Project transition: helped move the title into the studio's pipeline and design processes, keeping the live calendar uninterrupted
  • Player-centric tuning: used player behavior and feedback to refine difficulty, pacing, and reward loops
Google Play
3.51M+ · 46K ratings
App Store
4.5free · in-app purchases
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

My contributions

  • Mechanics & content: designed and implemented new units, mechanics, and live event features that deepened strategic play and gave players fresh reasons to return
  • Level & encounter design: built and tuned event maps in Unity, shaping difficulty and pacing to keep encounters challenging without hurting retention
  • Economy & balancing: managed unit and event data and ran economy analysis to protect long-term progression while supporting conversion and ARPPU
  • Live events: designed limited-time events that lifted participation and daily active users, then iterated on them from live performance data
  • Playtesting & iteration: oversaw external playtests and turned qualitative and quantitative feedback into shipped improvements, backed by structured documentation
Google Play
4.010M+ · 190K ratings
App Store
4.6free · IAP
Steam
77%Mostly Positive
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

My contributions

  • New gameplay systems: designed, prototyped, and launched new mechanics and live features that extended the game's lifespan and kept the core loop fresh across a 4+ year run
  • Economy & monetization: balanced the card and resource economy through data-driven analysis, tuning sinks and sources to protect long-term progression while improving conversion and ARPPU
  • Retention & engagement: reworked progression pacing and reward cadence to lift retention and daily active users, using analytics and cohort behavior to validate each change
  • Live Ops: designed recurring events and seasonal content that drove repeat sessions and re-engaged lapsed players
  • Cross-functional delivery: partnered with art, engineering, and product to ship features on a steady live cadence, translating goals into clear specs and documentation
Google Play
4.61M+ downloads
App Store
4.7free · in-app purchases
03

Experience

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

Speaking

2025June
Speaker

Start Small, Play Big: Breaking Into Game Dev

Black Sea Game Summit 2025 · Burgas, Bulgaria
Part of the "Game Design Thinking" session at the two-day game development summit organized by CreaTech Bulgaria, held at the International Congress Center.
Event
2021April
Panelist

My Student Journey

Games Education Summit 2021 · The BGI (British Games Institute), online
A panel where FE and HE students shared their experiences of learning during the pandemic, chaired by Chris Dring (GamesIndustry.biz).
Watch
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.