| Experience | 3+ years with economy/systems focus | 9+ years across indie, AA, and globally distributed teams. 3ร the minimum requirement. | โ Exceeds |
| Gacha / Hero Collector | Proven experience on a gacha RPG or hero collector title | Has not shipped a pure gacha/hero collector. Strong transferable fundamentals: TMNT (roguelike progression, controlled randomness), Rebel Moon (battle pass + retention loops). Psychology degree directly applicable to gacha behavioral design. | โ Transferable |
| Economy Design Ownership | Design currencies, summoning, upgrade loops, faucets & sinks | Full ownership of progression loops and economy systems at SEMC (4 years). Rebel Moon: battle pass design, economy tuning from pre-prod through live updates. | โ Strong |
| Simulation & Modeling | Forecast resource flow, run what-if scenarios | Advanced spreadsheet simulation. Builds predictive models for player progression, resource flow, economy stability. Used player data + predictive models at Room C Games to refine systems. | โ Strong |
| Data Analysis & KPIs | Monitor resource inflation and progression via live data | Strong product collaboration at SEMC. KPI definition, goals alignment, analytics pipelines. Experience with custom analytics engines. | โ Strong |
| Google Sheets / Excel | Advanced โ complex formulas, simulations | Confirmed advanced. Builds predictive models and simulation frameworks. Primary tool for all economy work. | โ Confirmed |
| Unity | Unity experience preferred | Confirmed. Experience with scripting and analytics pipelines. More technically grounded than most economy designers. | โ Confirmed |
| Analytics Tools | Firebase, Metaplay, etc. (nice to have) | Experience with scripting and analytics pipelines, custom analytics engines. Specific tool names unconfirmed beyond Unity context. | ~ Good |
| Player Psychology | Strong intuition for gacha player psychology (implicit) | Key differentiator. Formal Psychology degree applied to behavioral game design. Variable reward schedules, retention loops, player motivation โ these are academically grounded, not intuitive. | โ Rare Edge |
| Cross-Discipline Collab | Work with Game Design, Product, Data Analysts | Known for operationalizing abstract goals into practical systems. Strong product and engineering collaboration at SEMC over 4 years. | โ Strong |
| Live Ops | Experience with live-operated games (nice to have) | Rebel Moon: pre-production through live updates. Economy tuning and feature iteration in a live Netflix game confirmed. | ~ Good |
| Scripting (nice to have) | C#, Python, or Apps Script | Experience with scripting and analytics pipelines. Technically grounded โ likely comfortable with light scripting, but direct coding depth unconfirmed. | ~ Good |