Technically, I guess I can call myself a game designer since I have designed several games. However, I think the hurdle that has to be crossed to call oneself a "Game Designer" is to get a game published.
Now admittedly, the website invisible-city.com does have one of my games available online, although deep in their archives no doubt since it was published by them in 2001.
So here's my work so far:
Dungeon: a light, abstract "dungeon crawl" type of game using only a regular deck of cards.
Grave Robber: basically "Dungeon v2", still using regular cards but with the addition of tokens/figures for the players and the adversaries they face while attempting to plunder an ancient tomb. It can easily be re-themed to be a pirate/treasure-hunt game as well.
Hai Lung: a historical trading game set in the far east. Early versions were very war-game-esque (think hex-maps, heavy book keeping etc) and subsequent versions became more streamlined, quicker game play etc even slightly "euro". A friend Scott McGill has developed this idea into a more fantasy, more abstract game as yet untitled I think.
The Flying Mancinis: a light fast game of acrobatic formations (with a customer deck of cards). A little bit like rummy, in that the aim is to build formations of cards, but with the element of risk of deciding whether to score them quickly, or risk collapse by trying to increase the size of the formation.