ABOUT ME

CURRICULUM VITAE    (PDF)   (Download)                                                                           

I’m a Game Designer specialised in Systems Design and Balance. My experience includes several titles in the mobile and PC industry. My favourite genres are RPG, Action and Racing games.

My approach to Game Design and my background allows me to take jobs where both creative and analytical approaches are needed, such as systems balance, monetisation, retention and in general all that Free To Play systems need. At the same time, I have worked as Level Designer and Narrative Designer in other titles so I consider myself a well-rounded Designer able to maintain an excellent level of communication with both the dev team and the stakeholders, and able to come up with creative, analytical solutions and well-maintained documentation.

I never stop trying to improve my knowledge in Game Design and I have worked in a extensive list of projects from videogames to board games to published tabletop RPG’s, and I have found that the perspectives I gain with them are invaluable to my career, as the input from these fields allow me to incorporate unique knowledge and perspectives into my work. Also I consider myself well organized, optimistic, and have a diverse technical skill set with a strong focus on maintaining quality standards and good teamwork!

I have a Master’s Degree in Game Design and a Degree in Computer Sciences. Currently I work in the UK as a systems designer for Hutch Games in their new AAA title for iOS and Android Race Kings and Hot Wheels: Race Off.

 

GAME SYSTEMS

Game Design is sometimes about decisions, and how the combination of game mechanics make a fun experience. User Experience, in-game economies, monetisation analysis of KPI’s used and player feedback. It is also very important to know how they affect the game and envision solutions in the best possible way for the team and the players alike.

I am or have worked in proyects like RACE KINGS (AAA Multiplayer Mobile Racing), HOT WHEELS: RACE OFF (F2P Racing mobile multiplayer), THAT’S YOU! (PS4 Party Game), WINCARS RACER  (Racing MOBA for PC). In all of these projects, I have been involved in development for Mobile, PC and consoles, with great experience in Free To Play, where I learned a lot about monetization and game design oriented to this format. Also, I have written several Game Design Documents and used many other tools to deliver this game vision to the team. Communication, after all, is a task that a designer must excel at.

ITERATIVE DESIGN The iterative process is a highly organical one where the best experience is delivered through cycles of feedback, testing and improvements are done in time and within budget.


METRIC DRIVEN DESIGN   Usually a critical part of many games, measures must be taken to ensure the right experiences and the desired engagement is achieved. Also, it is important to look for problems early on in monetization models, discussion on KPI’s, etc.


IN-GAME ECONOMIES    Analysis of how elements interact between them in order to deliver the best experience and the overall economy of the game.


MONETIZATION    It is essential to consider monetization from the start of the project. Will players consider spending? Excessively strict? Will they be compelled to continue playing? Will it be worthless for them to pay?

 

CONTENT DESIGN

Games need content, because that’s what players will play with. The content must be coherent with the setting of the game, but also should have purpose in itself. Characters, quests, skills and puzzles are responsibility of the content designer, who must craft and balance them carefully. I have designed a lot of content for my titles with great impact.

CHARACTERS    Characters are very important. They conduct the story, put face to the game, and we remember and empathize with them. Every aspect of them must be created carefully.


QUESTS    The tasks that players do move the game and the plot forward. They should be made both interesting to play and feasible for the team to make.


ITEMS AND SKILLS    The elements that the players work with. They are usually part of the in-game economies and used by the game systems.

 

TECHNICAL DESIGN

Game Engines are tools that many game studios use for the huge task that is to make a game. Familiarity with the engine used (I have experience in Unity3D and Unreal Engine), the level editor, and good prototyping skills are essential for a Game Designer. It is also very important to understand the workflow of these game engines to be able to communicate effectively with other departments.

LEVEL DESIGN    I have experience in level design with the engines Unity3D and Unreal Engine. From quick prototypes to full-fledged levels!


SCRIPTING    Advanced level in scripting and programming. I am experienced in C#, Blueprints and Kismet.


QUICK LEVEL PROTOTYPING The ability to quickly grasp the game mechanics and make a playable prototype level, play it, and detect possible mishaps early on.