Milos Doroski

Senior Game Designer at Ten Square Games
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Contact Information
us****@****om
(386) 825-5501
Location
Wroclaw Metropolitan Area, PL
Languages
  • English Native or bilingual proficiency
  • German Limited working proficiency
  • Spanish Elementary proficiency

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Bio

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Credentials

  • Advanced Level Psychology
    Udemy Courses
    Jan, 2023
    - Nov, 2024

Experience

    • Poland
    • Computer Games
    • 200 - 300 Employee
    • Senior Game Designer
      • Oct 2021 - Present

      In my current role at Ten Square Games, I am working on Hunting Clash and looking for ways to improve the game in terms of KPIs and player satisfaction. I have been working as a feature owner on the following, responsible for the overall game design, UI/UX solutions and overseeing the team during implementation: Wheel of Fortune New duel lobby - single player and multiplayer progression rewards Visual Chain of Offers - monetization feature Pins Collection and Pin Duplicate Store Also, offering guidance and feedback to fellow Junior Game Designers. Show less

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Associate Game Design Director
      • Jun 2021 - Aug 2021

      In this role I was responsible for developing the overall design vision for the studio and maintain all live games we run, while presenting the design vision to the studio leadership.I'm also involved in lifting our studio culture by organizing various workshops which have the goal of helping others, as well as myself, improve as industry professionals.My responsibilities in this role are:• Creating and presenting a yearly design plan to the studio leadership• Creative point person for POGO games (while the collaboration lasted)• Overseeing design work on live games – PvZ 1, CnC: Rivals, Peggle: Blast, Bejeweled franchise, SimCity: Build It, The Sims: Mobile• Assigning projects to other Game Designers• Mentorship and further development of team members• Interviewing potential new candidates for game design and UX/UI design roles• Pitching new game ideas to studio leadership• Active design participation in game prototypes• Creative writing workshop organizer Show less

    • Lead Game Designer
      • Nov 2019 - Jun 2021

      In this role I was responsible for developing the overall design vision for the studio and maintain all live games we run. Also, whenever the opportunity presents itself I work on prototypes for future mobile games. I'm also involved in lifting our studio culture by organizing various workshops which have the goal of helping others, as well as myself, improve as industry professionals.My responsibilities in this role are:• Creating and presenting a yearly design plan to the studio leadership• Creative point person for POGO games (while the collaboration lasted)• Overseeing design work on live games – PvZ 1, CnC: Rivals, Peggle: Blast, Bejeweled franchise, SimCity: Build It, The Sims: Mobile• Assigning projects to other Game Designers• Mentorship and further development of team members• Interviewing potential new candidates for game design and UX/UI design roles• Pitching new game ideas to studio leadership• Active design participation in game prototypes• Creative writing workshop organizer Show less

    • Narrative Game Designer - Game Designer II
      • Mar 2018 - Nov 2019

      I originally joined EA India as a Narrative Designer, but shifted my focus more towards Level Design and Systems Design and also working on in-house prototypes for future mobile games.My responsibilities in this role were:• Designing a game from scratch – world building, character, narrative and other systems• Creation and implementation of match-3 levels• UX/UI design – wireframes for FTUE and overall game experience• Intern Coordinator – Game Designers

    • Serbia
    • Computer Games
    • 1 - 100 Employee
    • Senior/Lead Game Designer
      • Sep 2017 - Feb 2018

      I moved to a project called Lightstep Chronicles to assist in production and write the original story for the game.My responsibilities on this project were:• Wrote the original game story and GDD in preproduction• Kept all design documents up to date• Created puzzles and other in-game mechanics• Narrative implementation in Unity• Left the project after the Alpha milestone was delivered

    • Creative Producer
      • May 2016 - Sep 2017

      As a Creative Producer I was directly responsible for the output of two production teams where I had to ensure the vision we set out to do at the start of the project is maintained all the way until release. This meant collaborating with many disciplines such as: artists, engineers and QA. Highlights from this time include working on Mystery Case Files: Broken Hour - for which I wrote the original treatment, Memoirs of Murder: Welcome to Hidden Pines - the first HOPA game which allowed the player to control two main characters at the same time and Amaranthine Voyage: The Orb of Purity - an underappreciated game at release which is the Citizen Kane of HOPA games!My responsibilities in this role were:• Overseeing two production teams, working on multiple projects simultaneously• Making sure that the game idea is implemented from start to finish of production• Communicating with people in various roles to ensure the project stays on track while keeping the synergy and overall mood of the team at a high level• Pitching ideas for future games• Writing concept proposals & treatments for future games• Communication with external partners Show less

    • Lead Game Designer
      • Mar 2015 - May 2016

      In this role I was responsible for the output of game designers who were working in my team, which meant checking and approving their work and offering guidance and mentorship. I was also communicating the design vision to producers. Some highlights from this period were working on Hidden Expedition: Smithsonian Castle - with support from the actual staff of the Smithsonian Institution and Danse Macabre: Thin IceMy responsibilities in this role were::• Overseeing a team of game designers, maintaining their daily tasks• Ensuring the overall quality of the games remains at a high threshold• Brainstorming sessions with other lead designers, developing future projects• Writing concept proposals & treatments for future games Show less

    • Game Designer
      • Nov 2013 - Mar 2015

      Worked on Hidden Object Puzzle Adventure games which were published by BigFish Games. Some of the highlights were working on Dead Reckoning: Silvermoon Isle and Final Cut: Homage. My responsibilities in this role were:• Responsible for creating in-game mechanics, gameplay elements and puzzles• Writing all in-game narrative• Creating and improving the overall feel of the game

    • Serbia
    • Media Production
    • Creative Consultant
      • Sep 2014 - Sep 2017

      Part time Creative Consultant on various multimedia projects. Involved in developing concepts for branding and video marketing. Wrote scripts/teleplays for on-air commercials, YouTube videos and radio commercials. Part time Creative Consultant on various multimedia projects. Involved in developing concepts for branding and video marketing. Wrote scripts/teleplays for on-air commercials, YouTube videos and radio commercials.

Education

  • University of Novi Sad, Faculty of Sciences
    Gastronomy
    2007 - 2011
  • Laza Kostic Gimanasium, Novi Sad
    High School Diploma, General Studies
    2002 - 2006

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