About Me

Jelle van der Zwaard

I have over a decade of professional experience. These years have been fueled by a constant and consistent drive to learn and improve my personal skills. Over the years, I have grown into a Game Designer with strong technical skills and the ability to approach Game Design problems in a technical and abstract way.

My Work

(Casual) Market Research

(Casual) Market Research

Design Tools, Research
IAP Value Research

IAP Value Research

Research
Renovation Meta Balancing Sheet

Renovation Meta Balancing Sheet

Design Sheets, Design Tools
Economy Simulation Tool

Economy Simulation Tool

Design Tools
Level Performance Sheet

Level Performance Sheet

Design Sheets, Design Tools
Level Design Balancing Sheet

Level Design Balancing Sheet

Design Sheets, Design Tools

My Games

Aqua park.IO

A very successful Hypercasual game published by Voodoo. My responsibilities included Feature Design and Gameplay Design along with rapid prototyping.

Dream Build Solitaire

A Casual Tri-peaks Solitaire title. I joined the project early on and got the chance to shape it entirely. Created a full GDD including feature set, player journey, monetisation and more. Recently left the project to work on Hybridcasual games.

Shoot N Loot

An Archero & Borderlands inspired lootshooter. Had some initial success as the game released in the wake of Archero. The success was temporary and due to KPI's dropping, the game had to be sunset.

iOS

Jelly Merger

A merging title I worked on. Realized the game from initial concept all the way through to its launch. It was initially published by Ketchapp, unfortunately the game was not a success, CPI did not work out.

iOS

Sunsets

I have worked on a large number of games in a variety of different phases. A lot of these games did not get a chance to see the light of day. Some did, but are already removed from the storefronts.

RIP

Bag Fight

A midcore-ish hybrid casual game published by Voodoo. Combining RPG style inventory management with Casual merging and Idle RPG elements.

Heroes Battle

An auto-chess inspired hero collecting RPG. I joined the project mid-development and was tasked to experiment and increase the amount of depth the game had, on top of balancing the existing experience. Unfortunately the project was sunset shortly after.

iOS

Jungle Jumpers!

A merging title I worked on. Realised the game from concept all the way through to its sunset. Had fantastic retention but the CPI was not workable.

iOS

Car Merger

A merging title I worked on. Realized the game from initial concept all the way through to its launch. Fulfilled Game Design and Unity Developer role. It was initially published by Voodoo.

iOS