Principal Game Designer

Kevin
Bargeron

15+ years designing sustainable gameplay, reward systems, and progression loops for long-term engagement. Specialist in economy design, live-ops, and monetization across mobile, console, and PC.

15+
Years Experience
17
Published Games
Top 10
iOS/Android Charts
01

Core Competencies

01 / Economy
Economy Design & Balance
Building scalable models, pacing rewards, and tuning progression systems for player satisfaction and business goals.
02 / Meta
Meta Systems & Retention
Creating progression layers, engagement loops, and sustainable systems for long-term player investment.
03 / Live-Ops
Live-Ops & Monetization
Driving revenue through event strategy, seasonal content design, and data-informed live service decisions.
04 / Docs
Technical Documentation
Simplifying complex, difficult-to-visualize concepts across all knowledge levels using interactive Figma prototypes.
05 / Leadership
Leadership & Execution
Guiding cross-discipline teams from concept to launch, partnering with product, analytics, art, and engineering. Mentoring junior designers.
06 / Data
Data-Driven Design
Using quantitative and qualitative analysis, telemetry dashboards, and A/B testing to iterate on KPIs.
Technical Skills
Google Sheets
Excel
Figma
Photoshop
Unity
Unreal Engine
Blueprints
Jira
Confluence
GitHub
Telemetry Dashboards
02

Portfolio

Alliance: Heroes of the Spire
Systems Designer 2017–2024
Alliance: Heroes of the Spire
Rumble Entertainment · iOS, Android Hero CollectorRPG
Designed live content, features, and systems with focus on player engagement and monetization. Led cross-discipline team for Alliance Raids, introducing cooperative gameplay and new progression vectors.
Economy Systems Progression Live-Ops F2P
Mobile Strike
Systems Designer 2015–2017
Mobile Strike
Machine Zone · iOS, Android MMO
Designed live-ops content for the MMO while maintaining F2P and monetization best practices. Consistently maintained top 10 position on both Android and iOS stores.
Systems Live-Ops F2P
Game of War: Fire Age
Systems Designer 2015–2017
Game of War: Fire Age
Machine Zone · iOS, Android MMO
Live-ops content design for a top-grossing MMO. Created data-driven spreadsheets for rapid semi-weekly content launches. Delivered features balancing strong player engagement with monetization.
Systems Live-Ops F2P
Sky Whale
Systems Designer 2015
Sky Whale
Red Interactive · iOS, Android Autorunner
Object population, economy, gameplay tuning, and feature design. Apple feature and Top 10 free games for iPad at launch. Earned 4.5-star reviews from hundreds of users on the iOS App Store.
Systems Economy Gameplay
The Boxtrolls: Slide 'n' Sneak
Level Designer 2014
The Boxtrolls: Slide 'n' Sneak
Red Interactive · iOS, Android Autorunner
Level design for the licensed mobile game based on the Laika animated film. Crafted unique gameplay experiences from onboarding through elder game.
Systems Gameplay Level Design
Kwazy Cupcakes
Systems and Level Designer 2014
Kwazy Cupcakes
Red Interactive · iOS, Android Puzzle
Level, gameplay, and obstacle design for the Match 3 puzzle game featured in the hit comedy series Brooklyn 99.
Systems Level Design
Tetris Blitz
Systems Designer 2012–2014
Tetris Blitz
Electronic Arts · iOS, Android Puzzle
Designed and documented game systems, core loop, economy, and play mechanics. Improved player retention by 7% by redesigning the first-time user experience. Increased LTV through live service content, such as Boosts and Finishers.
Systems Economy F2P
The Sims 3: Showtime
Systems Designer 2011–2012
The Sims 3: Showtime
Electronic Arts · PC, Mac Simulation
Designed and tuned the Magician active career including progression and social interactions. Created new interactive objects and activities. Narrative design text adventure for players who max out the interactive object, the Gyroscopic Conductor.
Systems Progression Gameplay
Wildlife: Forest Survival
Level / Environment Design 2010
Wildlife: Forest Survival
Electronic Arts · PS3, XBox 360 Arcade
Level design and environment art for this incredibly fun asymmetrical arena combat game. This game never received a full launch, but it was one of the most rewarding projects of my career.
Level Design Environment Art
Littlest Pet Shop 3: Biggest Stars
Level Designer 2010
Littlest Pet Shop 3: Biggest Stars
Electronic Arts · DS, Wii CasualCozy
Level and gameplay design for the Nintendo DS handheld title.
Level Design
Littlest Pet Shop: Friends
Level Designer 2009
Littlest Pet Shop: Friends
Electronic Arts · DS, Wii CasualCozy
Level design for the Wii edition of the beloved pet shop franchise.
Level Design
Littlest Pet Shop (DS)
Level Designer 2008
Littlest Pet Shop
Electronic Arts · DS, Wii CasualCozy
Level design for the original Nintendo DS Littlest Pet Shop game.
Level Design Enviroment Art
The Simpsons Game
Environment Artist 2007
The Simpsons Game
Electronic Arts · PS3, XBox 360 Action
Environment artist for the critically praised licensed action game featuring the entire Simpson family across Springfield.
Environment Art
Tiger Woods PGA Tour 08
Environment Artist 2007
Tiger Woods PGA Tour 08
EA Sports · PS2, XBox, Wii, PC Sports Sim
Enviroment artist and level designer of the Wii exclusive mini-putt course to showcase the motion control of the Wii.
Level Design Environment Art
Tiger Woods PGA Tour 07
Environment Artist 2006
Tiger Woods PGA Tour 07
EA Sports · PS2, XBox Sports Sim
Level design and environment art contribution for the PS2 edition.
Environment Art
Tiger Woods PGA Tour 06
Environment Artist 2005
Tiger Woods PGA Tour 06
EA Sports · PS2, XBox Sports Sim
Environment art for the first year of EA Sports tenure.
Environment Art
03

Experience

Wicked Saints Studios Oct 2024 – Oct 2025
Principal Game Designer
Remote
World Reborn · iOS, Android
  • Improved D0 retention by 5% through economy balance, rewards, and progression milestones
  • Improved production efficiency by 20% utilizing interactive system design prototypes in Figma
  • Economy, systems, and feature design for a narrative-driven mixed-reality game
Rumble Entertainment Nov 2017 – July 2024
Lead Systems Designer
San Mateo, CA
Towers & Titans · iOS, Android, PC · Nov 2020 – July 2024
  • Full-cycle development from concept to publication: feature design, data structures, player progression, meta systems, economy, quest design, live-ops, and monetization
  • Reduced data generation time by 50% using a dynamic data-driven Live-Ops event model
  • Increased economy efficiency by creating optimized data models for fast iteration
  • Improved retention and spend KPIs by iterating on event design
Systems Designer
Alliance: Heroes of the Spire · iOS, Android · Nov 2017 – April 2024
  • Led cross-discipline team as designer of Alliance Raids — new cooperative gameplay, currencies, and progression vectors
  • Developed and delivered data-driven live events meeting player and business objectives
  • Partnered with analytics and production to improve KPIs and iterate on engagement loops
Machine Zone Nov 2015 – Nov 2017
Systems Designer
Palo Alto, CA
Game of War / Mobile Strike · iOS, Android · Nov 2015 - Nov 2017
  • Consistently met revenue goals while maintaining top 10 position on both Android and iOS stores
  • Created data-driven spreadsheets for rapid semi-weekly content launches
  • Delivered new features balancing strong player engagement with monetization
Red Interactive July 2014 – Aug 2015
Systems Designer · Level Designer
Salt Lake City, UT
Sky Whale · iOS, Android · Mar 2015 – Aug 2015
  • Reached Top 10 in free games for iPad the first week of launch
  • Received 4.5-star reviews from hundreds of users on the iOS App Store
  • Object population, economy, gameplay tuning, and UI layout & animation
  • Worked with IP holders to match vision and meet expectations of branding requirements
Kwazy Cupcakes · iOS, Android · Oct 2014 – Aug 2015
  • Designed gameplay and tuning for new content as a live service, focusing on player acquisition and retention
  • Improved player retention by 10% after game balancing updates using telemetry data
  • Received 4-star reviews across multiple mobile platforms
  • Wrote technical documentation for new post-launch features
The Boxtrolls: Slide 'n' Sneak · iOS, Android · July 2014 – Oct 2014
  • Designed 100% of all levels that appear in the final game using modular design techniques
  • Built an increasing difficulty curve across the full level set
  • Received 4.5-star reviews from users on the iOS App Store
Electronic Arts April 2005 – Mar 2014
Systems Designer
Salt Lake City, UT
Tetris Blitz · iOS, Android · Mar 2012 – Mar 2014
  • Improved player retention by 7% by redesigning the first-time user experience
  • Increased ARPU and social connect rate by delivering new live service content based on telemetry and feedback
  • Trained junior designers on systems and procedures
The Sims 3: Showtime · PC · Oct 2011 – Mar 2012
  • Designed a new active career for the Magician including progression and social interactions
  • Created new interactive objects and activities; wrote text adventure for the Gyroscopic Conductor
Level Designer
Wildlife: Forest Survival · Aug 2010 – Oct 2011
  • Designed and modeled single and multiplayer maps using Maya and Unity
  • Quickly iterated from rough sketch to final design, providing direction to art leads on look and feel
Littlest Pet Shop: Biggest Stars · Wii, DS · Aug 2009 - Aug 2010
  • Designed and modeled levels for both Wii and Nintendo DS platforms
  • Iterated rapidly from sketch to final design with guidance to art leads on world look and feel
  • Designed and iterated on game world interactions for combining gameplay and narrative
Littlest Pet Shop: Friends · Wii, DS · Aug 2008 - Aug 2009
  • Designed and modeled levels for both Wii and Nintendo DS platforms
  • Collaborated with Narrative Design to create levels with meaningful gameplay
  • Iterated rapidly from sketch to final design with guidance to art leads on world look and feel
Environment Artist
Littlest Pet Shop · DS · Nov 2007 – Aug 2008
  • Modeled and textured world environments, characters, and items for Nintendo DS
The Simpsons Game · PS3, XBox 360 · Sept 2007 – Nov 2007
  • Modeled and textured world environments for the multi-platform licensed action game
  • Optimized world terrain to meet and exceed performance becnhmarks
  • Simplified phsyics terrain for improved gameplay interactions
Tiger Woods PGA Tour '06, '07 & '08 · PS2, Xbox, Wii · Apr 2005 – Sept 2007
  • Modeled and textured world environments, characters, and items across three annual franchise entries
  • Designed and implemented a mini-golf feature to promote showcase Wiimote gameplay
  • Shipped on Nintendo Wii, PS2, and Xbox platforms
Let's Build

Open to new opportunities in systems and economy design.