I’m a Game Designer with +4 years of experience. My main skills are Systems Design, Coding, Analysis and Leadership.
I have a high degree of competence creating rapid prototypes using paper and digital tools, simulations using spreadsheets and engaging documents to communicate the game vision to the team.
I also have experience leading multidisciplinary teams and mentoring designers through stretch tasks and learning activities to develop their strengths.
I’m a Game Designer with +4 years of experience. My main skills are Systems Design, Coding, Analysis and UX.
I have a high degree of competence creating rapid prototypes using paper and digital tools, simulations using spreadsheets and engaging documents to communicate the game vision to the team.
I also have experience leading multidisciplinary teams and mentoring other designers through stretch tasks and learning activities to develop their strengths.
Demo Reel
Let's Play!
Main Skills
Systemic Thinker
Years of experience
Rapid Prototypes
Experience and Education
Senior Game Designer, Cangrejo Ideas
Jan 2021 - today
- Mentor and Lead designers while directing initiatives to increase Game Design knowledge within the team and the company.
- Work with the Production Team to provide feedback on plans, features and completion time.
- Create and maintain the game vision along with Project Lead.
- Creating and enhancing the Game Design workflow, documentation and communication.
gAME dESIGN & dEVELOPMENT - mICHIGAN State u./Coursera
Introduction to Computer Science - CS50/HardvardX (edx)
Leading Teams - University of Michigan/Coursera
Projects
Circular Medieval Economy - Idle/Strategy
(In development) Desktop/Mobile - 2020
In CME, the player takes control of a medieval town and starting with a single building, the player generate resources and reuse leftovers to buy and upgrade buildings until they get to buy the castle. The main idea is to make players understand better what is a Circular Economy and the advantages it has to our current state of the world.
- Designing connections between multiple buildings, resources and their leftovers. Leftovers can be combined and reused to generate new resources and tools.
- Balancing incremental system using spreadsheets.
- Adding multiple resources to a genre that usually relies on 2 or 3 resources. This adds a layer of depth to the player to use more personalized strategies.
- Documenting and organizing development using Gitlab Wiki and Board tools.
- Solo-developed using Unity Engine, C# and Kenney Assets.
Our Planet is Dying - Real Time Strategy
Desktop
RTS game where a player take control of the last forces of a Dying planet. The main mechanics consist on managing resources to build a base and managing troops consisting on different types of spaceships to defeat the enemy in up to 4 battlefronts simultaneously.
- Balanced and simulated different systems using spreadsheets: units and buildings costs, spaceships stats and power.
- Created a tutorial that lets players express themselves using the mechanics of the game, while learning them.
- Implemented Unity Analytics in order to better playtest and balance the systems.
- Created multiple documents to communicate with possible team members and clients.
- Solo-developed using Unity Engine, C# and Kenney Assets.
Our Planet is Dying - Demo Reel
Groumy's Escape - Demo Reel
Groumy's Escape - Endless Roguelike
Mobile
An alien called Groumy wants to escape a military base where he’s being held. The player explore different rooms that gradually increase in difficulty, adding more and new enemies and different power ups that the player can use to get a higher score.
- Designed the main system for player's progression.
- Tuning and balancing procedural levels to ensure a more controlled player's experience.
- Created fast prototypes constantly to test new mechanics.
- Economy balance to ensure that the coins received are coherent with the prices of the power ups.
- Lead a group of 3 people (remote) ensuring good communication through documents and meetings.
Project & Case Study
Darwin's Yearbook - Puzzle Platformer
Web Desktop/Mobile
In my time at Cangrejo Ideas , I designed a game for the series “The Amazing World of Gumball” from Cartoon Network.
Even two years after launching it’s one of the most played games in all CN websites.
- Lead a team of two designers, setting milestones and making sure that they get to completion in time.
- I designed a new style of documentation within the company to communicate more effectively with all team members.
- First Puzzle Platformer game for Cangrejo Ideas, so we had to playtest early and constantly to reduce uncertainty in the development.
- Define guidelines for Level Design, so the game levels were consistent.
- Designed 2 playable characters, over 5 enemies and 5 mechanics that are combined in increasingly difficult puzzles.
- Successfully managed to create a fun game for the target public, being considered one of the funniest TAWOG games by the community.
Other Projects
Game Design Thinking
Education and Content Creation
I’ve created a Youtube channel to share knowledge about Game Design, called Game Design Thinking. In the channel I talk about different topics in game design also drawing from related fields, like pyschology, design thinking, systems thinking and more.
Also, I’ve created a course currently available on Udemy, to teach beginner game designers in an orderly manner how to start in game design and how to create more fun and meaninful games.
Having the opportunity to share my game design knowledge has allowed me to stay constantly looking for new information and techniques. Also, it has given me the chance to knew and connect with many people interested in game design and related fields. For me, it’s one of the best ways to keep up to date with new design techniques while also helping other game designers to increase their knowledge.
Documents
I create clear and compelling documents (using wiki, Google Docs or any type of software) to communicate the game idea to the team and different stakeholders.
I think that good documents must not only be succint and easy to read, but they also must be interesting to read, to enhance the communication with all the involved in the development of the game.