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George 
Economou

Game Director

Seven years across original titles, brand work and live games — designing systems, directing teams, and staying on after launch. I've built games alone and directed twenty-three people across several titles at once, and each experience taught me valuable lessons.

Visits

100m+

Team Sizes Managed

2-23

XP

7 years

XP

7 Years

Selected Work

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AllStar Tower Defense

Lead Game Designer

7.5B plays

DUMP

Game Director

36m plays

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Gucci Ancora

Lead Game Designer

40m Plays

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Aura Farm

Game Director

12m+ visits

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Walmart SuperCampus

Lead Game Designer

6m visits

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Snowboard for Brainrots

Game Director

Made in 6 days-4m visits

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Super Hit Simulator

Lead Game Designer

1m visits

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Snipe A Mole

Solo

UEFN Engine

How I Run a Team

Pride At The Door

No idea is dumb, it's somewhere to start — and once it's out, it belongs to the room. The best things I've shipped came from half-formed thoughts somebody risked saying, then molded into the final feature.

Iterate Quickly

If there's an idea the team likes--- make it and get it in front of people. There's no way to truly know how a feature or function will fully feel until you've played it. 

One Shared Vision

Twelve people pulling in twelve directions build twelve games. Holding everyone to the same idea of what the thing is — and saying it out loud often enough that it stays shared — is most of the job.

Care

I care about this work and I don't hide it. A team reads the director before it reads the roadmap — if I'm genuinely excited about what we're building, that shows up in what they make. If I'm flat, that shows up too.

Get In Touch

GeorgeDeckardcain

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© 2025

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