Total Experience per Field
QA Analyst: 17 years
Level Design: 12 years
Game / Systems Design: 7 years
Narrative Design: 6 years
Project / Team Management: 7 years
Product Management: 5 years
Shipped games / products: 23+ (not counting early years as QA and Level Designer), including:
- Journals of the Unknown
- Sherlock Holmes: Lost Detective
- Several iGaming games.
- Voxabular P.I.
- Kuroro Beast Brawl
- Kuroro Wilds
Lead Game Designer & Producer · Trudan Studios
Santiago, Chile · Remote · Full-time · January 2025 - December 2025
Shipped titles: Kuroro Wilds (Alpha), Kuroro Beast Brawl.
Skills+Techs: Product / Project / Release / Event / Asset Management (Productboard, Notion, Fibery), Product / Feature / System / Economy Design (core game loop, feature planning, resource management, user stories: Miro, Figma, relational databases, spreadsheets), Stakeholder / Community Management (Discord, Google Meet, Slack, X, Notion), Game / Web Development (git, GitHub, Unity, Unity Version Control, Godot, C#, unityscript, gdscript, Machinations, BTs, Dialogue trees, Game Maker, Windsurf, Cursor, Claude / Devin), Art production (Dall-E, ChatGPT, Microsoft Designer, pixel Art (Pixelorama)), Quality Assurance.
Peers: Product board (CEO, CTO, Game Director, 2 Lead Game Designers)
Lead: 3 Unity engineers, 3 GameMaker engineers, 3 web developers, 1 content manager.
- I led, designed, and coordinated the development and release of products, content, features and live-ops and other interconnected experiences in the Kuroro Beasts action-fantasy-adventure creature-collecting gaming ecosystem, taking ownership of Kuroro Wilds, a lifesim roguelike; Kuroro Beast Brawl, a turn-based action-strategy PvP brawler; and an ecosystem dashboard with features such as progress and collection tracking, referral systems, prize redemption, and anti-abuse systems.
- While leveraging the use of Generative and Non-Generative AI tools from art to product management to engineering, I managed tasks and projects through weekly sprints in a fast-paced ideation-design-engineering-QA implementation pipeline; led prototyping and development efforts on game engines; managed assets, expanded lore and worldbuilding, designed and balanced combat and economies, and designed UI/UX; all while ensuring quality standards through automated and manual testing, managing and guiding support efforts, and leading community contests and events for highly engaged Discord and X communities.
- I acted as a bridge between teams and stakeholders, pitching new products and core and support features, such as progression systems and authentication or payments, responding directly to the CEO and Founder alongside the Product Board.
Lead Game Producer · FBM