← Portfolio

Ibrahim Hosceylan

📍 Istanbul, Turkey ✉️ ibrahimhosceylan@gmail.com 📱 +90 505 490 27 29 🌐 ibrahimhosceylan.com 🔗 linkedin.com/in/ibrahimhosceylan

Summary

Senior Game Designer with 8 years of experience across PvP, RPG, and hybrid puzzle games. I own design end to end, prototype through launch and live-ops, across core gameplay, economy, and the events that grow retention and revenue.

Experience

Mobile Game Doctor, Live-Ops Consultant Aug 2026 to Present
  • Rebuilt the starter pack for Epic Stickman through a sequenced A/B program on trigger level, duration, content, and price.
  • Lifted starter-pack conversion 170%, tripled repeat purchases, and grew ARPU 32%, with retention and follow-up ARPDAU held as guardrails.
  • Designed the live-ops event schedule by player segment: a 14-day seasonal cycle, a progression-bucketed competitive weekend, and minimum-engagement weekday events.
  • Simulated and balanced the event economy, which drove the game to its highest revenue to date.
Rollic Games, Senior Game Designer Feb 2026 to Aug 2026
  • Led the Timeline Up team and owned the live-ops update schedule, planning event cadence and offers by player segment.
  • Ran a guardrailed rewarded-ad A/B test on Android that lifted total ad revenue 13%, with progression pace and retention held steady.
  • Designed a hero feature for the whale segment, paired with a cycling lucky wheel event, that raised week-over-week ARPDAU 28%.
  • Designed and shipped a guild system anchored by a 6-day cycling Guild War that scores across every system in the game.
Mage Games, Senior Game Designer Aug 2023 to Feb 2026
  • Owned every design decision for the PvP football game Goal Battle from first prototype through live-ops, growing it from a zero-revenue prototype to five-figure daily bookings.
  • Lifted retention at every stage: onboarding and FTUE took D1 retention 32% at soft launch; short-term goals and a simulated league carried the early week; the first in-game event bridged D14.
  • Designed the evergreen division-based Champions Arena to hold D30 and beyond, taking D90 retention off zero.
  • Designed the AI bot integration so matches always fill even with a thin live player pool, balanced the gacha and in-game economy, and ran live-ops including a win-streak event and a segmented seasonal battle pass.
Red Chameleon Game Studios, Game Director Jul 2022 to Aug 2023
  • Owned the vision and direction of a PvP survival-extraction shooter, defining its core systems, weapons, abilities, and progression from genre and competitor analysis.
  • Led the full team and the production roadmap, setting milestones and allocating work across disciplines to match each person's strengths.
  • Made the final call on design and scope, and ran the reviews that kept the team and stakeholders aligned.
Mynet / Vuvy Games, Game Designer Aug 2019 to Jul 2022
  • Designed the social systems behind Word Rush, including team play and chat, supporting its growth to 6M users and 90K concurrent players. Built pre-production economy simulations to refine LTV projections.
  • Designed the core gameplay, boosters, and progression for the PvP match-3 game Madness Match, using player analytics and A/B testing to iterate on the core loop and lift KPIs.
  • Partnered with the Lead Designer on a Match-3 RPG to build a scalable ability system, designing abilities for 40 characters and supporting onboarding, level design, economy balancing, and progression pacing.
Gamester, Game Designer Jul 2018 to Aug 2019
  • Defined and iterated the core design and UX for Tiny Minies using engagement metrics and testing, helping it reach top 10 in the US kids category with 1.5M users.
  • Designed 10 cognitive development mini-games and a parent reporting system.
  • Led core gameplay and economy for Football X using Machinations and Unity.
Alper Games, Game Designer May 2018 to Jul 2018
  • Created a level design tool for Solitaire HD.
  • Tested and iterated 1,200 levels.
  • Tuned game mechanics against monetization targets.
Bahçeşehir University VR First Lab, Lab Coordinator Jan 2016 to Feb 2017
  • Planned and executed lab events and cross-department collaboration.
  • Organized game jams, set rules, and judging panels.
  • Supervised VR projects, guiding students to meet deadlines and budgets.

Education

MA in Digital Game Design, Bahçeşehir University, Istanbul, 2017
BS in Industrial Engineering, Işık University, Istanbul, 2014

Certifications

Gamified Scrum Training, ACM Agile, 2020. Completed gamified Scrum training applicable to agile game development processes.

Skills

Design: Game Design, Systems Design, Economy Design, Progression & Balance, Live-Ops, Player Segmentation, A/B Testing, Data-Driven Design
Software: Unreal Engine, Unity, Excel, Machinations, Figma
Languages: English, Advanced