
LIQUIDNITRO GAMES
Role: Game Designer
Genre: Real-time Multiplayer / Party Survival.
Game Info: Popular live multiplayer survival party game (10M+ downloads globally, rated ⭐4.5+ on the Play Store & App Store, and frequently Top 10 in the genre across 25+ countries).
Tools: Unity, Jira, Google Suite, MS Suite, Perforce, Miro
Tenure: 7 months
Designed competitive, replayable multiplayer levels for Squid Game Unleashed, a Netflix IP collaboration reaching millions of players across 25+ countries.
Level & Game Design
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Designed, prototyped, and iterated on real-time multiplayer minigames with tight pacing and balanced risk vs. reward mechanics
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Crafted level flows, spatial layouts, and progression to ensure fairness while escalating tension and excitement
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Leveraged playtest data and feedback to tune difficulty, eliminate pain points, and improve replay value
Research & Strategy
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Conducted competitor analysis and researched player psychology to inform fresh gameplay ideas and maintain genre-leading standards
IP Collaboration — Squid Game Unleashed (Netflix)
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Contributed to the design of content for Squid Game Unleashed, a collaboration between Liquidnitro Games and Netflix
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Worked within the constraints of a globally recognised IP, translating the tension and survival mechanics of Squid Game into mobile party game levels
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Balanced IP authenticity with mobile-first design principles to deliver content that felt true to the source material while serving a broad playerbase
Collaboration & Shipping
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Collaborated closely with Art, Engineering, and QA teams to take levels from concept to live deployment
The Design Challenge
Designing for a real-time party survival game meant every level had to support wildly different skill levels simultaneously, so casual players could enjoy the fun while competitive players felt the tension. The Squid Game Unleashed collaboration added another layer: every design decision had to honour a globally recognised IP while remaining accessible and fun on mobile. The core challenge was building fairness into chaos, spatial layouts and pacing had to create natural comeback moments without feeling manipulated. Playtest data was the constant gut-check throughout.