Aakash Parameswaran
Principal Game Designer | Game Systems, Economy & Live Ops Delivery @ Fable Fox
About
I’m a veteran game designer and studio lead who works hands-on on gameplay systems, progression, economies, and live ops for live service and systems-heavy games. I run Fable Fox, where I lead a senior strike-team studio, regularly embedding directly into partner teams to deliver principal-level design execution when studios need momentum before, during, or instead of permanent hires. Alongside delivery, I advise startups and early-stage studios through accelerators on game systems, live service strategy, and production readiness. Previously Lead Game Designer at BRON Studios and Ex-EA, where I worked on Disney Sorcerer’s Arena and Star Wars: Galaxy of Heroes.
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Canada
Computer Games
Game System Design, Game Economy Design, Live Ops Design, F2P Monetization, Strategic Partnerships, Team Management, Economy Design, UX Research, Live Ops, Decision-Making, Creative Problem Solving, Leadership, RPG, Narrative Design, Information Architecture, User Experience Testing, Usability Testing, Wireframing, Figma (Software), Pacing
Experience

Principal Game Designer | Game Systems, Economy & Live Ops Delivery
Toronto, Ontario, Canada
Led gameplay systems, progression, and live ops design across client and internal projects. Designed and balanced in-game economies, including F2P and Web3-enabled systems. Embedded directly into partner teams to deliver principal-level design execution aligned to sprint goals and production milestones. Delivered progression and economy systems supporting live-service retention and monetization goals. Collaborated closely with engineering, art, and product to ship systems under live-service constraints.

Studio Lead & Strategic Partnerships
Founded and led Fable Fox, a senior strike-team game development studio. Led strategic partnerships with studios, platforms, and accelerators. Built and mentored a cross-functional design team and oversaw studio operations.

Advisor
Advisor to early-stage gaming and AI startups on gameplay systems, progression, and live service strategy. Provided AAA-level design guidance to help teams reach production and publisher-readiness. Supported founders on design validation, monetization models, and multi-platform strategy.

Lead Game Designer
Vancouver, British Columbia, Canada
Defined game design and UX vision for internal projects across PC, console, and mobile. Designed core gameplay loops and live ops plans to improve engagement and retention. Led game and level design on UEFN experiences and multiplayer maps. Achievement: Led early creative direction for a new IP, including gameplay systems and monetization strategy.

Game Designer I
Hyderabad, Telangana, India
Designed and balanced live ops, game modes, and characters for Disney Sorcerer’s Arena and Star Wars: Galaxy of Heroes. Used analytics to optimize content and features, improving retention and revenue KPIs. Mentored junior designers while collaborating cross-functionally. Achievement: Delivered live ops content that increased biweekly engagement and supported quarterly revenue growth.

Associate Game Designer
Hyderabad, Telangana, India
• Designed UX improvements and new features for Disney Sorcerer’s Arena, enhancing usability and player retention. • Balanced game systems and developed live events and new characters to drive engagement and retention metrics. • Collaborated with teams to optimize the integration of gameplay systems into the broader product ecosystem. • Achievement: The August 2020 UX refresh resulted in significant player re-engagement and retention gains.

Associate Game Designer
Hyderabad, Telangana, India
• Designed UX improvements and new features for Disney Sorcerer’s Arena, enhancing usability and player retention. • Balanced game systems and developed live events and new characters to drive engagement and retention metrics. • Collaborated with teams to optimize the integration of gameplay systems into the broader product ecosystem. • Achievement: The August 2020 UX refresh resulted in significant player re-engagement and retention gains.

Video Game Analyst
Hyderabad Area, India
- Researched and Collected Business Intelligence on at least 6-8 games a day across all video game platforms and genres. - Further Researched and Analyzed those games based on game mechanics and monetization methods with more than 100 data points. - Discovered new trends in customer behaviours and converted that information into an understandable standard for Gamer Demographics in video games while using analytical thinking. - Determined new parameters and methods for analyzing games based on the company's requirements. Achievement: Awarded for adding the highest number of parameters and methods for game analysis.

Game / Level Designer
Ahmedabad, Gujarat, India
- Game Design on Sniper 3D Rust while Crafting more than 30 levels. A free-to-play mobile shooter game made on Unity Game Engine, available now on IOS, Android and Steam (VR). - Liaised with clients and understood the different requirements daily while getting a satisfaction rate of over 95%. - Plenty of interdisciplinary instances of collaboration and communication. - For the 2nd Video Game Project, Designed and Assembled 58 blocks of a city used for an open-world PC Simulation in the Unity Game Engine. Achievement: Sniper 3D Rust - Nominated for Mobile and Tablet Game of The Year at FCCI Frames and BAF Awards.

Founder/Designer
Virtual Walk
Hyderabad
- Liaised with Clients for lead generation, networking, and outreach to generate new business opportunities. - Worked with interior designers in order to design and develop architectural visualizations on Unreal Engine 4. - Worked with a team of artists to Create environment art and implemented lighting. Here, I was involved in modelling, unwrapping and texturing. - Was involved in the Editing of the final video outputs on Adobe Premiere Pro. Achievement: Managed to start a company and broke even in the first 8 months.
Aakash Parameswaran's Contact Information
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