Vetted Game Designers in California

Pre-screened and vetted in California.

Game DesignUnityUnreal EngineC#Level DesignC++
Scott Hwang - Senior Game Designer specializing in multiplayer systems and live service experiences in Irvine, California

Scott Hwang

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Senior Game Designer specializing in multiplayer systems and live service experiences

Irvine, California18y exp
Blizzard EntertainmentCarnegie Mellon University

Gameplay systems designer with shipped AAA experience on Overwatch, including end-to-end ownership of player progression and major systems like matchmaking (role delta system cutting uncertainty/volatility by 50%) and Stadium mode round/shop + MMR/balancing systems (second-highest engaging mode). Strong in KPI/retention-driven design, player research, and telemetry-based balancing, with a UE5 Blueprint prototyping workflow built for modularity, data-driven tuning, and handoff to engineering.

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JX

Mid-level Game Designer specializing in VR cinematic and technical narrative systems

San Mateo, CA4y exp
Emblematic GroupNYU
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DS

Game Design Director specializing in live ops modernization and AAA/mobile game design

Menifee, CA23y exp
Jam CityIndiana University
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LD

Mid-level Game Designer specializing in narrative-driven AAA experiences

Irvine, CA5y exp
Blizzard EntertainmentCal State Fullerton

World of Warcraft quest designer who owned end-to-end quest pipelines and shipped standout content, including the memorable escort/stealth quest “Klaskin’s Great Escape” tuned through playtests and a Dragonflight capstone framing story that drove higher side-quest engagement. Experienced in Lua scripting, reward/economy balancing, and building daily/weekly endgame loops (Beetle Ranch/Rak-Ush), with recent UE5 Avalanche node-based VFX prototyping exposure.

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Romy A Aboudarham - Mid-level Creative Technologist specializing in XR and interactive prototyping in San Francisco, CA

Mid-level Creative Technologist specializing in XR and interactive prototyping

San Francisco, CA4y exp
California College of the ArtsTufts University
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xiaowei guo - Junior Game Designer specializing in AI-driven systems and interactive narrative in Irvine, CA

xiaowei guo

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Junior Game Designer specializing in AI-driven systems and interactive narrative

Irvine, CA2y exp
PetchNortheastern University

Game economy/progression designer who owned an end-to-end multi-currency economy for a top-down kitchen management sim, balancing cash/reputation/XP with sinks like spoilage, maintenance, and rent. Uses telemetry + structured playtests and spreadsheet simulations to tune pacing, reduce mid-game churn, and prevent late-game inflation by adjusting efficiency/skill curves and phase-based balancing.

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RE

Remi Ercolani

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Director-level Gameplay Designer specializing in 3Cs and combat for AAA games

California, USA21y exp
Hangar 13University of Burgundy

Gameplay/systems designer who owned the end-to-end gameplay redesign of Top Spin 4 (2011)—including player states, ball physics, shot resolution, attributes, and AI—with much of that work later reused in TopSpin 2K25 (2024). Deep experience balancing realism and responsiveness for competitive multiplayer/online play, using extensive playtesting plus telemetry analysis (Tableau) to tune timing windows and core mechanics.

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DK

Mid-level Game Designer specializing in live operations and systems design

Redwood City, CA15y exp
Electronic ArtsWest Valley College
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Rachel Downey - Mid-Level Game Designer specializing in systems and economy design in Livermore, California

Rachel Downey

Screened ReferencesStrong rec.

Mid-Level Game Designer specializing in systems and economy design

Livermore, California4y exp
ScopelyFull Sail University

Game economy/progression designer with hands-on ownership of end-to-end systems and live-ops tuning on major mobile titles (Star Trek Fleet Command, Marvel Contest of Champions). Builds spreadsheet-based simulations and telemetry-driven tuning loops to prevent inflation and reduce progression friction, including a multi-iteration optimization that lifted D7 retention ~7% while maintaining monetization targets.

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Anthony Hernandez - Mid-level Game Designer specializing in systems, balance, and live updates in Los Angeles, CA

Anthony Hernandez

Screened ReferencesStrong rec.

Mid-level Game Designer specializing in systems, balance, and live updates

Los Angeles, CA6y exp
GrabUSC

Game designer currently leading design on a Mario Party-like party game, owning mode design, economy, and meta-progression. Uses playtests and A/B tests to tune fairness-focused systems (e.g., dynamic power-ups accounting for player standing and turn order) and prototypes quickly in UE5 Blueprints. Previously shipped a mixed-reality version of Knockout League’s Knockout Alley mode for a Quest 3-aligned release.

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Bobby Sanders - Mid-level Game Designer specializing in systems and gameplay in Anaheim, California

Bobby Sanders

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Mid-level Game Designer specializing in systems and gameplay

Anaheim, California6y exp
DisneyBiola University

Game QA tester/designer hybrid with hands-on Unreal Engine 5 technical debugging experience, focused on NPC AI navigation and performance. At Lantern Tower Games (Telmahre), owned end-to-end quality for an NPC system (dynamic navmesh, moving platforms, EQS, actor pooling), using Unreal Insights and asset reference refactors (hard->soft + async loading) to resolve critical memory/performance issues while collaborating closely with engineering and level design in Scrum.

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Ryan Alemania - Senior Game Designer specializing in game economy, progression, and data-driven systems in Irvine, CA

Ryan Alemania

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Senior Game Designer specializing in game economy, progression, and data-driven systems

Irvine, CA20y exp
MobilityWare

Game economy/progression designer with live-ops experience across MMO, CCG, and F2P strategy titles (ROSE Online, Vega Conflict/KIXEYE). Known for data-driven tuning of loot, currencies, and monetization—e.g., removing a low-performing pay gate drove ~14% DAU lift and improved revenue, and built premium-currency models using real player telemetry to support an ad-to-IAP transition.

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EB

Senior Game Designer & Developer specializing in narrative design and live-service games

Los Angeles, CA5y exp
CounterspellBoston University
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SM

Senior QA Professional specializing in mobile and game release validation

San Francisco Bay Area, CA14y exp
N3TWORK Studios
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Bria Marks - Entry-Level Game Designer & Gameplay Programmer specializing in Unity and Unreal Engine 5 in Los Angeles, CA

Bria Marks

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Entry-Level Game Designer & Gameplay Programmer specializing in Unity and Unreal Engine 5

Los Angeles, CA1y exp
University of Southern CaliforniaUSC

Game designer with hands-on experience shipping and tuning a branching memory-deletion narrative system in Unity (Echoes of Memory), focused on creating emotional tension through meaningful player choice. Also builds and iterates cooperative level layouts in Unreal Engine 5 with ~1-week idea-to-playtest cycles, collaborating closely with teammates on Blueprint implementation.

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ES

Mid-level Game Designer specializing in gameplay, narrative, and community-driven development

Los Angeles, CA5y exp
SoundromedaUC Santa Cruz
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JV

JR Vosovic

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Senior Game Designer specializing in Unreal Engine and AAA/indie gameplay systems

San Diego, CA26y exp
Digital Nomad Entertainment
PrototypingSystem designUI/UX designUnreal EngineAgile workflowsAnimation direction+32
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Tianrui Zhang - Mid-Level Game Level/System Designer specializing in gameplay systems and balancing in California, United States

Mid-Level Game Level/System Designer specializing in gameplay systems and balancing

California, United States3y exp
ByteyArtCenter College of Design
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RG

Senior Game & Level Designer specializing in Unreal Engine gameplay and encounter design

Tracy, CA11y exp
High Riser MediaThe Art Institute of California - San Francisco
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KR

Senior Unity/C# Engineer specializing in games, AR, and AI systems

San Francisco, CA12y exp
Foundational AI StartupSaint Petersburg University

Unity/C# engineer with hands-on ownership of a server-backed resource loading pipeline that kept build size small, preserved UI responsiveness via parallel services, and handled dynamic asset replacement with ghost objects and memory cleanup. Also brings a pragmatic, architecture-first approach to AI/LLM integration, emphasizing provider abstraction, testing, cost control, and guardrails for hallucinations.

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RG

Junior Game Designer specializing in Unreal Engine 5 and Unity prototyping

Santa Clarita, CA3y exp
H2ScanCal State Northridge
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