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Homa Games · Paris · Feb 2026 – Present

All in Hole

Role
Level & Game Designer
Studio / Context
Homa Games · Paris · End of Content Team
Duration
Feb 2026 – Present
Platform
Mobile · Unity
All in Hole gameplay

All in Hole is a casual mobile game published by Homa Games where you control a hole that swallows everything in its path. I joined the End of Content team, responsible for keeping the game alive through regular live content drops, shipping around 30 levels every two weeks.

Beyond level production, I prototype new mechanics and systems to push the game forward. One ongoing thread is an ECS prototype to benchmark performance and assess whether migrating from GameObjects is worthwhile, bridging design and technical concerns in the same brief.

Level Design
Design and ship ~30 levels every two weeks as part of the live content pipeline, maintaining variety and quality across each drop while respecting production deadlines.
Playtesting & QA
Playtest and QA every level before it ships, both my own and my colleagues', catching feel issues, difficulty spikes and edge cases before they reach players.
Prototyping
Prototype new mechanics and systems to expand the game's design space, including an ECS prototype to evaluate performance gains and feasibility of migrating from GameObjects.
Difficulty Design
Introduced more complex object shapes to add challenge through spatial reasoning rather than relying solely on the timer, giving players a real spatial puzzle to solve instead of just racing the clock.
Content Tools
Create terrain templates and placement patterns to streamline level authoring for the whole team, reducing repetitive setup work and enforcing consistency.
  • Difficulty through shape complexity rather than timer pressure was a deliberate shift, a timer tells a player to hurry, but a complex shape tells them to think. The latter creates more satisfying challenge and a wider difficulty range without changing the core loop.
  • An ECS prototype on a live mobile game is unusual, but treating it as a design question ('does this change how we can author levels?') rather than a pure tech question kept it grounded in player impact.
  • At 30 levels per sprint, the only way to maintain quality is to build variety templates beforehand, batches are planned so each one deliberately mixes layout type, mechanic focus and difficulty tier.
Skills
Level DesignDifficulty DesignPrototypingQAUnityECSLive Ops
Context
ProfessionalHoma GamesMobileCasualLive OpsUnity