Hi, I'm Denis. I design games and balance systems.
Most game economies look fine until real players break them. Progression that kills retention. Monetization that feels predatory. Loops that lose engagement after week one. By the time you notice, you're already patching live, burning dev time, losing reviews, watching Day 7 retention drop. We fix that before it ships.
From a love of games to the math that balances them.
A well-designed economy doesn't just balance numbers, it changes how a game feels to play. Whether a player feels rewarded or cheated, engaged or bored, usually comes down to systems they never consciously notice. That's the part I obsess over. My background is in mathematics, so I don't design by feel alone. We can prove why a system works and predict where it breaks, proven across dozens of shipped titles in mobile, card games, web3, and Roblox.
Mathematics, University of ZagrebTheory meets practice
Lead Game Economy DesignerModelled · simulated · proven
Founder, AnanasBuilding games that last
Game Design & Systems Expertise
Economy architecture, monetization design, progression systems, and live economy audits. These are the areas where most studios run into problems, and where we come in. Every engagement starts with modelling and simulation so we can prove a system works before it goes live. The approach has been validated across dozens of shipped titles in mobile, card games, web3, and Roblox.
Economy Architecture
Design the full resource ecosystem from the ground up, defining what players earn, what they spend, and how currencies flow without inflating or breaking.
Monetization Design
Structure IAPs, gacha pulls, battle passes, and bundles that feel fair to players and profitable to studios.
Progression Systems
Map player growth across the full game lifespan. Cost curves, upgrade trees, and milestone pacing that keeps players moving forward.
LiveOps Balancing
Keep a live economy healthy through updates, seasons, and shifting player behavior. Ongoing tuning before problems reach the playerbase.
Recent Projects
A selection of games and systems I've designed and balanced. Each project includes the economy model, progression curves, and monetization strategy behind it. Spanning mobile games, physical card games, gamified learning apps, web3 projects, and Roblox experiences.



BloodLoop
ArchivedA resource-driven game of elemental awakening and tactical positioning.



Blue Eyed Ninja
LiveHybrid casual adventure progression game, Capybara Go style meta loop.


FabuLingua
LiveStory-driven mobile learning game that teaches Spanish to children through interactive adventures, mini-games, and reward-based progression.
Hero Adventure
LiveMobile RPG Economy & Progression System
What People Say
Studios keep coming back after the first project. From indie teams shipping their first mobile game to established publishers scaling live-service economies, our clients trust us with the systems that drive retention and revenue. Here's what they have to say about working with us.
“
Working with Denis was truly a pleasure. He proved to be incredibly intelligent, articulate, and efficient. His ability to think outside the box and solve problems creatively set him apart.
“
Denis was a pleasure to work with. His expertise in game economy design and progression balancing helped us validate key product decisions, improve our progression systems, and accelerate development. He was proactive, communicative, and consistently brought thoughtful solutions to complex design challenges.
“
Great! Denis is highly knowledgeable about game economy calculations. He executes his tasks efficiently and provides clear explanations for every aspect of his work.
“
Denis is a real professional and has very good energy. It was very pleasant to work with him.
Game Design Insights
Articles on game economy design, progression balancing, and monetization strategy. Each post is an honest deep dive into a real problem we solved on a shipped project. Covering topics from currency sink modelling to battle pass pacing across mobile, web3, and Roblox.
JUN-26Gacha Done Right: Designing Pull Systems That Feel Fair
Gacha isn't broken by design. It breaks when randomness has no fairness underneath it. Here's what separates pull systems players trust from ones they eventually resent.
APR-26Why Your Game Economy Feels Unfair (Even When the Numbers Are Right)
Players say your economy is unfair. The spreadsheet says it isn't. Both are correct. Here's why mathematical balance and perceived fairness are two completely different problems.
JUL-25The Real Reason Players Quit at Week 2
Most games have strong D1 numbers and broken D14. The problem isn't the game -- it's that week 1 was designed and week 2 wasn't.
Need balanced game systems that players love?
Whether you're building a new game from scratch or need to fix a live economy that's losing players, I can help. From card games to mobile apps to Roblox experiences, I bring mathematical precision and creative design thinking to every project. Let's talk about what your game needs.





