SVEN SCHETZKEGame design & product direction
GAME DESIGN / PRODUCT DIRECTION / PEOPLE

From the player
to the product.

I’m Sven Schetzke. For 17+ years, I’ve worked where player experience, game design and product decisions meet.

From player-facing roles to hands-on systems design, LiveOps, building teams and directing games. Each perspective informs the next.

A CONNECTED VIEW OF GAME DESIGN
Connected game systemsSelect a system to highlight its relationships. Player experience connects design craft, team decisions and product direction.PlayerCore LoopProgressionEconomyUXLiveOpsMonetizationAnalyticsTeamProductionProductDirection
01 / 12

Player support, user research, playtesting and engagement design taught me to start with what players actually experience, not only what the design intends.

Select a system to trace its connections
17+ years across the craft5 → 25+ design organization grownGUNZILLA GAMES / UBISOFT BLUE BYTE
THE CAREER PERSPECTIVE

Different roles.
A connected practice.

  1. 01

    Player

    Listen to the experience people actually have.

  2. 02

    Craft

    Turn motivation into systems that work in play.

  3. 03

    Product

    Give a game the conditions to last.

  4. 04

    People & direction

    Build teams that can make good decisions.

THE COMPLETE PICTUREExplore my experience & expertise
01 / SELECTED WORK

Two games.
Two very different challenges.

A progression from designing individual systems to taking responsibility for people, products and their future.

Off The Grid

GUNZILLA GAMES · 2021–2025
AAA / MULTIPLAYER / LIVE SERVICE

Connect the player.
Grow the team. Direct the product.

From engagement systems to a design organization of 25+ and cross-platform product direction.

Read the case study ↗

The Settlers Online

UBISOFT BLUE BYTE · 2011–2020
ECONOMY / LIVEOPS / GAME LEADERSHIP

Restore value.
Give a mature game a future.

New demand in an open player economy. A product turnaround that supported renewed investment and a move to Unity.

Read the case study ↗
02 / GAMEOGRAPHY

Part of these worlds.

A career across AAA games, online worlds, player operations, design and research. Select a game for the context.

UBISOFT / BLUE BYTE & GUNZILLA GAMES
DEVELOPMENT & R&D

Before a game
has a name.

An idea becomes an interaction, a repeatable loop and a game through iteration?IdeaInteractionLoopGame

Original Settlers 8 development, before the project was redesigned. Ubisoft prototyping and Technical Design training. PILGRIM procedural map generation R&D.

I also contributed design review, playtesting and expert feedback to unreleased Ubisoft prototypes under confidentiality.

Today: independent PC game concepts and playable prototypes in Unity and Godot.

Direction & current practice ↗
03 / ABOUT

A designer at heart.
A broader view
through experience.

I especially enjoy the moment when an idea becomes playable.

My career has taken me from talking directly with players to designing economies, leading design teams and making product decisions. That range helps me understand what a decision means to the people on each side of it.

I value thoughtful debate, direct feedback and teams that understand why they are building something. Good direction gives people enough clarity to do their best work.

Download my CV ↓

Off The Grid · Official trailer

YouTube loads when you open this player. Watch on YouTube ↗

GAMEOGRAPHY

Game details

Explore the expertise ↗