I'm Romadona Bariq Fajari.
Self-motivated and ardent enthusiast of game design, with around 3 years of experience actively working in the industry as an intern, freelance, self-employed, and project lead. Strived to translate personal appreciation for video games into crafting player experiences that fulfill the core motivation of the game.
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Peoject Lead, Game Designer | NORMALICE (Self-employed) Fortunato | Sep 2025 - Present
- Designed core gameplay systems, progression, mechanics, and game content for Fortunato, a poker roguelike deckbuilder.
- Managed the development roadmap, production schedule, and project milestones.
- Led internal playtests and QA sessions before demos and major releases.
- Managed Steam publishing activities, including the Steam page, Steam Playtests, festival submissions, trailers, announcements, and release milestones.
- Featured Fortunato in international events including Southeast Asian Games Showcase 2026, Steam Deckbuilders Fest, and INDIE Live Expo.
Game Designer | Panitia GameDev (Freelance) The Chef’s Shift | Mar 2025 - Apr 2025
- Worked on a released typing-based cooking game, The Chef’s Shift.
- Conducted playtesting and QA for the latest builds, documented feedback, and reported existing bugs before the release. Also rebalanced some levels based on player feedback after the release.
- Designed the level progression across all 60 levels in the game, including the total customer progression, customer type in each level, dish progression, dish count, customer type difficulty, level gimmicks, and the side quest/challenge of each level.
Game Designer | Agate International (Internship) TTS Viral | Oct 2024 - Feb 2025
- Worked on a crossword trivia hyper-casual mobile game called TTS Viral.
- Generated and redesigned 56 packs and 419 levels of new game content, targeting Indonesian netizens as the primary audience. Created descriptions, popularity values, and pack IDs for each pack.
- Redesigned the overall UX flow, including new category selection, pack recommendations after completing a pack, main menu, and level selection, then developed a Figma prototype.
- Designed the game economy balance, covering currency sources and sinks, gameplay duration, and player type case studies.
- Researched and designed the game monetization strategy, including in-app purchases (IAP), rewarded videos, and interstitial ad placements.
Game Designer | Panitia GameDev (Internship) The Chef’s Shift | Sep 2024 - Jan 2025
- Worked on a released typing-based cooking game, The Chef’s Shift.
- Conceptualized and designed 12 new customer types, including unique behaviors and appearances based on country representation or stereotypes.
- Helped in designing a wiki for 37 dish recipes across six restaurants, with dishes based on each chapter’s country theme: Italian, Chinese, Mexican, Japanese, Korean, and Indonesian cuisine.
- Conceptualized Steam achievements for the game.
- Conducted playtesting and QA for the latest builds, documented feedback, and reported existing bugs.
- Analyzed progression and scoring systems from reference games, then designed a new scoring system for The Chef’s Shift.
Game Designer | Lion Core Studio (Internship) Machinea Arms and NDA Projects | Jan 2024 - Jun 2024
- Collaboratively helped in designing three early game projects; School Beat, Machinea Arms, and hyper-casual game.
- Designed and implemented five non-linear levels in Unity Engine, tank parts system, random encounter, and minigame concepts for a playable demo of Machinea Arms, showcased at Gameprime 2024.
- Designed enemy behaviors and stats based on specific factions or weapon types, item & buff effects, achievement system, vending machine system, and enemy’s wave pattern of School Beat.
- Conceptualized level progression template and core game systems/features of a hypercasual game.
Game Director & Lead Game Designer | Nikara Studios (Self-Employed) Project N | Feb 2023 - Aug 2025
- Defined the project's creative direction.
- Reviewed implemented features, provided design feedback, and coordinated iterations across the team.
- Designed gameplay systems, combat, progression, rewards, quests, exploration, character interactions, and level design throughout development.
- Collaborated across departments to playtest, iterate, and balance implemented features.
Game Director & Lead Game Designer | Game for Education and Cultural Heritage (Full Time)
Algo dan Sibo | Aug 2022 – Aug 2023
- Defined the project's creative direction and aligned the team's vision across all departments.
- Directed the development of gameplay mechanics, level design, and player progression.
- Planned project milestones and coordinated development across the team.
- Conducted regular design reviews and provided feedback throughout development.
Game Designer | Game for Education and Cultural Heritage (Internship) **Jul 2022 - Aug 2022
- Collaboratively conceptualized the Game Overview, Core Mechanics, and Game Loop.
- Designed intricate Progression and Relationship Systems with NPCs and game world, enriching gameplay dynamics.
- Developed diverse Quest Systems including Friendship, Daily, and Request Quests, enriching player engagement.
Unity | Associate Game Developer Certification
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Unity | Game Developer Courseware
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Indonesia Game Developer Exchange (IGDX) | Booth Showcase IGDX Bali 2023 Honor of opening a booth to showcase Project N at Indonesia's largest game developer event.