A little about me

Production · Game Design · LiveOps · AI-Assisted Workflows

Hands-on from early
prototypes to launch

Pavel NechvalHi, I’m Pavel.
8+ years in mobile gamescoordinating 4–7 contributorsweekly content releases100+ scenes coordinated
Selected work

I own the roadmap, dailies and release process for three live games, QA included. I make games for a living and play them for the love of it, whatever the genre.

Darmstadt, GermanyEU Blue Card holder

Selected work

QA Specialist & Game Designer → Associate Producer → Product Development Manager / Producer

A little puzzle.
A whole world to explore.

My contribution

Involved in every feature since the early prototype. I started with level design and the match-3 engine, its rules and mechanics, tuning the targeting and propeller systems and testing them with automated simulations. Then I moved to researching and implementing LiveOps events, alongside production planning and releases.

ResultThe Balloon Royale event went live in 2.5 weeks against a one-month estimate, after I chose to launch it with local bot opponents and rewards instead of waiting for backend matchmaking.

ProductionPlayer experienceLiveOps

Travel Crush: Match 3 trailer preview

Open video

Small matches.
Big-hearted adventures.

My contribution

A gentler start for new players: I tuned level difficulty and mechanic tutorials and revised the LiveOps calendar and level unlocks. I also planned the animal scenes, their themes and progression, and built an AI-assisted video pipeline that turns an animal and its habitat into storyboard samples.

ResultPer metagame scene, the pipeline cut art production from 4 days to 2 and QA from 5 hours to 1.

ProductionGame designScene planning

Animal Crush: Match-3 Rescue trailer preview

Open video

A question of curiosity.
And a little confidence.

My contribution

I ran production with engineers and QA on the build and AI agents on content; our CEO set the concept and joined for the final polish. For content I benchmarked image models in blind quality and cost tests, then designed a reusable brief-to-handoff pipeline for images and trivia with validation, vision QA and cost tracking.

ResultThe workflow now delivers each month’s content release with minimal manual game-design input.

AI agentsPipeline designBenchmarking

Smart or Not: Trivia Game trailer preview

Open video