Michal Lenhart Michal Lenhart

Michal Lenhart - Senior Game Designer

I help teams turn player behavior, business goals and creative ideas into features that ship. I have worked on big games that made millions of dollars in revenue, and with smaller indie teams where I owned broad design, product and implementation responsibilities.

Core strengths

Live Ops and Events

Planning live content, events, calendars, player goals, reward structures, tuning and post-release evaluation.

Monetization and Economy

Offer design, segmentation, economy sources and sinks, progression pacing, LTV-focused systems and AB tests.

RPG, Endgame and Activities

Repeatable activities, scalable challenges, late-game loops, boss structures, progression and competitive elements.

Product and Roadmap Thinking

Prioritization, product direction, stakeholder alignment, KPI-informed decisions and shipping with business impact.

Hands-on Implementation

Unity, Git, spreadsheets, configs, level tools, AI-assisted prototypes, level editor improvements and follow-up.

AI-assisted Development

Using Codex, Claude, ChatGPT and other tools responsibly to speed up prototyping, docs, tooling and iteration.

Featured projects

A recruiter-first view of what each project was, what I did and why it matters for senior design, live ops, monetization, economy and systems roles.

Founder / Game Designer / Product Owner

Comfy Girl

Self-funded cozy idle companion game released across mobile, Steam and other platforms, reaching 2M+ organic installs.

  • Led the game from initial idea through multiple updates and platform releases.
  • Owned product direction, roadmap, store positioning, live updates and business decisions.
  • Managed a small contractor team across development, art, animation, marketing and store assets.
  • Worked on design, live product decisions, ASO, marketing, pitching and GenAI-assisted asset workflows.
FounderProduct OwnershipIdle Game2M+ InstallsMobileSteam

Pixel Federation - Game Designer, Live Ops

TrainStation 1

Mature F2P live game with strong 6-7 digit monthly revenue.

  • Planned and delivered live ops content, updates, event balancing and implementation-ready specs.
  • Coordinated with programmers, CG artists, QA, community managers, analysts and stakeholders.
  • Worked with weekly planning, months-ahead planning and post-release result evaluation.
  • Balanced player experience, business goals, economy health and sustainable content pipelines.
Live OpsF2PEconomyEventsKPI-focused

Outfit7 R&D - Game and Level Designer

Liminal Logistics

PC prototype work in Outfit7's R&D department, alongside other mobile game prototypes.

  • Worked on game and level design in a small agile R&D team.
  • Created design specs, balancing sheets, level content and implementation notes.
  • Used Unity, Git and internal tools for hands-on level and prototype work.
  • Supported quick iteration from design intent to playable prototype.
Game DesignLevel DesignR&DUnityGitPrototypes

Outfit7 - Game Monetization Designer, 2018

Talking Tom games

Monetization design work on large-scale mobile games at one of Europe's major mobile game companies.

  • Managed monetization of games made by external companies.
  • Worked on offers, segmentation, economy systems, monetization features and AB tests.
  • Worked on Talking Tom Camp, Talking Tom Jetski 2, Talking Tom Candy Run and early prototype monetization logic for Talking Tom Hero Dash.
MonetizationOffersEconomyAB TestingLarge-scale Mobile

Early Morning Studio - Lead Game Designer

Vampire's Fall: Origins

Dark fantasy RPG inspired by classic RPG and Diablo-style progression.

  • Led design work on a live RPG from ideation through documentation, presentation, implementation and AB testing.
  • Worked on live ops strategy, offers, self-adjusting difficulty, cosmetics, late-game farming and UI/UX improvements.
  • Designed The Hunt, a repeatable weekly RPG activity with scalable bosses, progression and competitive comparison.
  • Tuned features through playtesting, team feedback, community testers and available performance signals.
Lead DesignRPGLive OpsEndgameMonetization

Freelance Game Designer / Monetization Designer

Client work and consulting

7+ years of freelance design work across Cooking Team Restaurant, Real Slime Simulator, Playsaurus idle games, Panenka and other projects.

  • Selected clients and projects included Playsaurus, Panenka.ai, Bruhm, Cooking Team Restaurant and Real Slime Simulator.
  • Created game design docs, analysis, monetization, economy, live ops, system design and balancing.
  • Helped clients define features, progression, in-game economies and product direction.
  • Maintained a 100% Upwork rating across 38 jobs.
FreelanceMonetizationEconomyConsulting100% Upwork Rating

Experience timeline

  1. 2025-2026

    Outfit7 R&D - Game and Level Designer

    Unity and Git-based prototype work, level design, design specs, balancing sheets, tools and AI-assisted workflows.

  2. 2018-Present

    Freelance / Self-employed - Game Designer and Monetization

    Client work in economy, monetization, live ops, systems, gamification, analysis and product direction.

  3. 2021-Present

    Unorthodox Box - Founder

    Built and shipped Comfy Girl, handled roadmap, contractors, platform releases, store positioning and live updates.

  4. 2023-2025

    Indie Games Group Europe - Indie Games Group Lead

    Supported indie game community work, collaboration, knowledge sharing and project-facing conversations.

  5. 2021-2022

    We Make Games - Game Designer

    Game design, client work, feature definitions, documentation and production-friendly design support.

  6. 2021

    Early Morning Studio - Lead Game Designer

    Live RPG systems, monetization, endgame activities, difficulty, playtesting and post-launch iteration.

  7. 2018

    Outfit7 - Game Monetization Designer

    Offers, segmentation, economy systems, AB tests and monetization improvements across Talking Tom games.

  8. 2015-2017

    Pixel Federation - Game Designer, Live Ops

    Live ops planning, event balancing, content delivery, economy health, stakeholder coordination and KPI review.

Recommendations

I worked with Michal on several occasions, both on mobile and PC games. He shows great professionalism and passion for his work. It was always a pleasure to work with him.
Ziga Sedovnik, VP of division
Michal is a great game designer. He has plenty of prior experience to draw from, writes detailed docs and is an all-around cheerful guy.
Owners of Early Morning Studio
I worked closely with Michal on TrainStation project for 2 years and he was a reliable and hard-working colleague. Always curious and proactive to learn and try new things.
Martin Lucan, CGO of Pixel Federation
Michal is a no brainer if you want to build a proper game design for your game. He helped us define the in-game economy for our football game.
Thomas Matthys, Founder of Panenka.ai
Michal is a great guy, very likable and passionate. He is also very knowledgeable and skilled. I can only recommend working with him on game design!
Johannes, Founder of Bruhm

How I work

01

Understand the goal

Player problem, business target, KPI, production context and creative vision.

02

Define the feature

Clear specs, loops, economy, rewards, balancing, UX flow, success metrics and implementation notes.

03

Align the team

Design, dev, art, QA, analytics, community, product and leadership understand the same direction.

04

Build, test and tune

Hands-on implementation when useful, playtesting, internal feedback, AB tests or KPI review.

05

Iterate after launch

Use data, feedback and product instinct to improve the live game.

AI workflows

I use AI tools hands-on when aligned with company policy. AI is not a replacement for design taste or product judgment. It helps with prototyping, documentation, implementation support, level tooling, scripts, research, iteration and communication.

Codex / Claude for Unity scripts, prototypes and tooling ChatGPT for documentation, brainstorming, research and critique Google AI Studio and other tools for workflow experiments Leonardo.ai, ElevenLabs and Suno for asset or audio exploration when appropriate Always final human judgment, team alignment and quality control

Selected skills

Game Design

System design, economy design, progression, RPG activities, endgame loops, level design, FTUE, balancing, live ops, monetization, offers, events, rewards, player psychology.

Product / Live Game

Roadmap thinking, KPI-focused decisions, LTV, retention, conversion, churn, AB testing, economy health, stakeholder alignment, post-release analysis, community feedback.

Tools

Unity, Git / SourceTree, Google Sheets, Google Docs, Figma, Photoshop, Data.ai, AppTweak, Sensor Tower, basic SQL, JSON, Codex, Claude, ChatGPT, Google AI Studio, Leonardo.ai, ElevenLabs.

Soft Skills

Clear communication, calm collaboration, ownership, proactive problem solving, practical leadership, no drama, can lead or follow depending on what the project needs.

Contact

Email: michal@lenhart.games

Phone: +421 909 178 053

Location: Bratislava, Slovakia

Website: lenhart.games