GAME DESIGN & PRODUCT LEADERSHIP

Gilad Baumhorn.

I design game systems and lead teams from early prototypes through launch and live operations.

EXPERIENCE

Designing games since 2016.

Casual games, virtual reality and mobile production, with hands-on PC development today.

SELECTED PROJECT · PIXEL PIE · 2022–2026

Bubble Busters

Co-Founder · Game Designer → CPO

I led game design and production from early prototypes to a live mobile game. My work spanned combat, character abilities, progression and the roadmap.

Design & delivery scope

13Character abilities
23Bubble types
6Match rule variants
5One-use items
4.5Years from design to delivery
~35Peak project team
Bubble Busters gameplay: two teams of characters face off on a shared bubble board

01 / COMBAT & ABILITY DESIGN

Designing the choices
inside each turn.

Two players shoot coloured bubbles at a shared board, using character abilities to damage each other. I shaped the combat around planning ahead, judging a shot and deciding when to spend ability energy.

Ability design across 13 characters.

Each character, called a Buster, changes how a player approaches the board. These three examples show the range of decisions I designed for.

10 more ability designs

02 / FEATURES FROM SPEC TO RELEASE

From system rules
to shipped features.

I owned the rules, player flows and production requirements for these systems, working with art and engineering to carry them into the game.

03 / PRODUCT & PRODUCTION

Setting direction.
Getting it delivered.

I became CPO around 2023 and stayed hands-on with game design. I led the roadmap and production, and shared company strategy with the CEO and CTO.

Product direction

Choose a model we could validate.

I challenged a monetization model that needed years to prove itself, and helped move toward free matches with optional tickets for seasonal progress. Engagement increased after the change.

Team delivery

Give the team a shared reference.

I defined the feature delivery workflow across design, art and engineering. In 2026, I consolidated the game’s rules into BB Canon, with clear approval and revision history.

Scope decisions

Know what to stop.

Wingman offered too little variation for a full character progression, so we redirected it toward a gadget. Duplicator added too many edge cases for its production cost.

SELECTED PROJECT RECORDS

Design, iteration and delivery.

Specifications, prototypes, build reviews and production plans—including ideas we stopped. Select a record to read the source.

DesignPlanningReviewProduction

168 selected records

Bubble Busters — gameplay preview