Michal Tomčány

I turn GAME-MAKERS into Business Owners and force the middleman to quit.

Martin, Zilina, Slovakia

About

My clients are studio founders, researchers and investors interested in gaining actionable knowledge and experience to turn games into successful businesses. I am a full-stack Free To Play Game Design Contractor and F2P Game Consultant, and these are my most sought-after skills: - Business Strategy - Player Experience (UX) - Game Analytics - Game Design - Player Acquisition (UA) If you want insights and actionable solutions to help you succeed, connect with me and send me a DM. You will be talking to me directly. 🤝 REPEATING CASE: I get founders coming to me as a last resort. Their burn rate is through the roof, and their game isn't making enough (or any) money to cover the basics like backend (AWS), MMP (AppsFlyer), Data Intelligence (Sensor Tower), and devs. These founders have waited too long, and they already know what is coming. That's a sinking ship that only a bloodsucking consultant would say "we can float again". These are not my clients because of two things: - I don't give false hope - I don't operate in the field of "consulting religion" - I don't charge for something that you already know If you are in this type of scenario, here is my FREE OF CHARGE ADVICE: It's time to let go! Founder: "But Mike, how do I know if I'm in this scenario?" Me: You do, my friend, yes, you do! Founder: "But, Mike!" Me: "Fine, pay me for the audit, and I will find out for you!" Founder: "Deal" Me: "It's gonna be bad, sure you wanna do this?" Founder: "I need to hear it from you" Me: "As you wish!" For the rest of the potential clients, please don’t wait until it’s too late! I can only help when we have time and resources to turn the ship around. Looking forward to hearing from you 🙂🤝

Experience

  • Designer & Consultant at Tomcany.com
    Nov 2023 - Present · 2 yrs 8 mos

    The mission is to help 𝗱𝗲𝘃𝗲𝗹𝗼𝗽𝗲𝗿𝘀 𝗮𝗻𝗱 𝗰𝗼𝗺𝗽𝗮𝗻𝗶𝗲𝘀 make strategic decisions for building and operating successful free-to-play (F2P) casual games. 📌𝗚𝗮𝗺𝗲 𝗗𝗲𝘀𝗶𝗴𝗻 𝗦𝘁𝗿𝗮𝘁𝗲𝗴𝘆 • Retention strategies from Day 0 to Day 180+ • Core gameplay mechanics and progression systems • Live-ops planning, including events, segmentation, and offers 📌𝗗𝗲𝘃𝗲𝗹𝗼𝗽𝗺𝗲𝗻𝘁 𝗢𝗽𝗲𝗿𝗮𝘁𝗶𝗼𝗻𝘀 • Aligning production workflows with strategic objectives • Optimizing resource allocation and team processes • Resolving challenges in scaling operations 📌𝗠𝗮𝗿𝗸𝗲𝘁𝗶𝗻𝗴 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻𝘀 • Acquisition strategies tailored to casual F2P audiences • First-time user experience (FTUE) optimisation • Data-driven insights for campaign adjustments 𝗧𝗵𝗲 𝗮𝗶𝗺 𝗶𝘀 𝘁𝗼 𝘀𝘂𝗽𝗽𝗼𝗿𝘁 𝘁𝗲𝗮𝗺𝘀 𝗶𝗻 𝗺𝗮𝗸𝗶𝗻𝗴 𝗰𝗿𝗶𝘁𝗶𝗰𝗮𝗹 𝗱𝗲𝗰𝗶𝘀𝗶𝗼𝗻𝘀 𝗮𝗻𝗱 𝗮𝗰𝗵𝗶𝗲𝘃𝗶𝗻𝗴 𝘁𝗵𝗲𝗶𝗿 𝗴𝗼𝗮𝗹𝘀 𝗲𝗳𝗳𝗶𝗰𝗶𝗲𝗻𝘁𝗹𝘆 𝗯𝘆 𝗽𝗿𝗼𝘃𝗶𝗱𝗶𝗻𝗴 𝗰𝗹𝗲𝗮𝗿 𝗴𝘂𝗶𝗱𝗮𝗻𝗰𝗲 𝗮𝗻𝗱 𝗮𝗰𝘁𝗶𝗼𝗻𝗮𝗯𝗹𝗲 𝘀𝘁𝗿𝗮𝘁𝗲𝗴𝗶𝗲𝘀.

  • Chief Gameplay Scientist and Founder at Studio Slovack
    2012 - Present · 14 yrs 6 mos

    Studio Slovack specialises in 𝘀𝘁𝗲𝗮𝗹𝘁𝗵 𝗼𝗽𝗲𝗿𝗮𝘁𝗶𝗼𝗻𝘀. With expertise in unannounced projects, it focuses on turning bold concepts into proven revenue-generating opportunities before they are revealed to the world. ✅ 𝗠𝗮𝗿𝗸𝗲𝘁 𝗣𝗿𝗼𝗯𝗶𝗻𝗴 & 𝗩𝗮𝗹𝗶𝗱𝗮𝘁𝗶𝗼𝗻: To refine monetisation potential, conduct pre-alpha testing, early access experiments, and market-fit evaluations. ✅ 𝗣𝗿𝗼𝘁𝗼𝘁𝘆𝗽𝗶𝗻𝗴 & 𝗥𝗮𝗽𝗶𝗱 𝗘𝘅𝗲𝗰𝘂𝘁𝗶𝗼𝗻: diving into the dirty work of messy development to quickly create a proof of concept and validate bold ideas. ✅ 𝗚𝗼-𝘁𝗼-𝗠𝗮𝗿𝗸𝗲𝘁 𝗦𝘁𝗿𝗮𝘁𝗲𝗴𝘆: designing roadmaps to refine game operations and deliver impactful launches.

  • Lead Designer - Gameplay | UX | Economy at WAGMI Games
    Nov 2024 - May 2026 · 1 yr 7 mos

  • Lead Game Designer, LO & UX Designer at CrazyLabs
    Sep 2022 - Jan 2024 · 1 yr 5 mos

    As Lead Game Designer for 'Glow: Fashion Idol', a sequel to Crazy Lab's successful 'Super Stylist', I oversaw the game's development from concept to soft launch in 2023. 🏆 I transformed our design documentation process with Miro interactive flowcharts, clarifying complex concepts and accelerating development by 60%, enhancing team collaboration. This strategic choice optimised remote work, ensuring seamless and efficient teamwork across our globally distributed teams in London, Macedonia, Israel, Slovakia, and China.

  • Lead Game Designer on Fishing Clash at Ten Square Games
    Sep 2021 - Jun 2022 · 10 mos

    As the Game Design Team Lead at TSG for 'Fishing Clash', I managed an 8-member design team, focusing on enhancing the game as a comprehensive service. My leadership was vital in evolving our approach to feature design by involving team members from all crafts early in the drafting process. 🤝👥🔗This collaborative strategy significantly cut misalignment rates by 30%, leading to higher development velocity and a more unified team effort. This shift streamlined our development process and fostered a culture of inclusive and interdisciplinary collaboration, which is crucial for rapid and efficient game development.