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
AllStar Tower Defense
Lead Game Designer
7.5B plays
DUMP
Game Director
36m plays
Gucci Ancora
Lead Game Designer
40m Plays
Aura Farm
Game Director
12m+ visits
Walmart SuperCampus
Lead Game Designer
6m visits
Snowboard for Brainrots
Game Director
Made in 6 days-4m visits
Super Hit Simulator
Lead Game Designer
1m visits
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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