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Vetted Game Designers

Pre-screened and vetted.

Game DesignUnityLevel DesignUnreal EngineC#Jira
DK

Daniel Kovacs

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

Redwood City, CA15y exp
Electronic ArtsWest Valley College
Mobile Application TestingAgile MethodologiesLive OperationsTest Plan CreationTechnical DesignGame Design+38
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RK

Raelene Kilburn

Senior Game QA/Test Engineer specializing in live service gameplay systems

Redmond, WA8y exp
MicrosoftFull Sail University
Accessibility testingAd hoc testingAzure DevOpsBalance mechanicsBug triageC#+34
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RT

Richard Toussaint

Senior Game Designer specializing in level, mission, and quest design

Remote6y exp
Jackalyptic GamesSMU Guildhall
Game DesignContent DesignNarrative DesignMission DesignQuest DesignLevel Design+24
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JD

Justin Deeb

Senior Game Designer specializing in live ops, narrative, and systems design

20y exp
Warner Bros. GamesMillersville University
Affinity PublisherAudacityBalsamiqConfluenceFigmaGoogle Workspace+65
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GG

Guinevere Getty

Senior Game QA Tester specializing in Unreal Engine design tools

Apex, North Carolina3y exp
Visual ConceptsFort Worth Academy of Fine Arts
Attention to DetailUnreal EngineUnityRoblox StudioLeadershipPrototyping+20
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KR

Kenny Regan

Screened ReferencesStrong rec.

Senior Composer & Sound Designer specializing in game and TV music

Portland, OR8y exp
Kenny Regan Music LLCUSC

Composer/audio editor specializing in longform picture-driven music edits and mixes, with TV credits including the comedy series "Crossing Swords." Experienced blending diegetic jazz with suspenseful orchestral scoring, building seamless transitions with stingers/silence, and using Cubase templates plus iZotope RX-driven dialogue integration for high-retention web/advertising content; based in Portland, OR and seeking remote work around $70k.

Audio ImplementationAudio EditingAudio ScriptingBlueprintsBranded Content AudioC#+112
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RD

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.

Economy DesignSystems DesignGame DesignLevel DesignGame DevelopmentMobile Game Development+94
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AH

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.

Systems DesignContent DesignRapid PrototypingDesign DocumentationUnityUnreal Engine+90
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KH

Kyle Holmquist

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Senior Gameplay Engineer specializing in Unity/Unreal gameplay, AI, and narrative systems

11y exp
Electronic ArtsCal State Chico

Game developer with 13 years in the games industry who built a Unity VR feature using machine learning to recognize player-drawn spell symbols, training an accurate neural network from an existing dataset and solving tricky screen-space/world-space input constraints. Actively uses AI assistants for targeted code snippets and code review while emphasizing understanding over "vibe coding," and is interested in expanding into multiplayer/networking.

C++C#PythonUnreal EngineUnreal Engine 5Blueprints+57
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JD

Joseph Dieterlen

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Senior Game Designer specializing in live-service content and player objectives

Remote9y exp
Electronic ArtsIndiana University–Purdue University Indianapolis

Game designer on Madden NFL (incl. Madden NFL 26) who contributed to Superstar Showdown mode rules and weekly Game Day Beats objectives, focusing on playtest-driven tuning to keep challenges fun and achievable. Also owned the Superstar storefront experience, coordinating with art/design under tight timelines and adapting live-service merchandising based on what players responded to.

Game DesignContent DesignLive ServiceIn-Game Store ManagementLive Service Store Content CreationObjective Design+17
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BS

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.

Visual ScriptingUnreal EngineBlueprintsAgileScrumAI Design+70
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QV

Quentin Veron

Screened

Senior Game Economy Designer specializing in live-ops economies and monetization systems

8y exp
UbisoftISART Digital Montréal

Game economy designer with experience on live F2P mobile titles including Jurassic World: The Game and Ubisoft’s NFL Primetime Fantasy. Built and tuned virtual currency/market systems end-to-end, using Excel simulations and analytics dashboards to forecast progression, prevent inflation, and iteratively improve engagement, retention, and player satisfaction in live ops contexts. Based in Montreal (East Coast) and seeking ~80k CAD; not able to relocate to the Pacific.

Game economy designGame designGame assets designVirtual currency designBalancingCross-functional collaboration+40
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RA

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.

Agile Development MethodologiesAdobe SuiteCombat Mechanics DesignCompetitor AnalysisContent DesignCrafting Economy Design+50
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SB

Scott Burgess

Senior QA Analyst and Game Designer specializing in educational games and game audio

Sussex, NJ4y exp
Legends of LearningFull Sail University
UnityUnreal EngineConfluenceJiraqTestGitHub+21
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EB

Eric Betancourt

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

Los Angeles, CA5y exp
CounterspellBoston University
Narrative DesignQuest DesignWorldbuildingCopy EditingDiscordCommunity Management+36
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BW

Bryce Williams

Senior Game Designer specializing in mobile puzzle games and live ops

New York City, NY16y exp
ArkadiumThe New School
Game DesignMobile Game DesignPuzzle DesignLive OpsContent UpdatesLevel Design+30
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GB

Guillermo Brizuela

Senior Game Producer & Game Designer specializing in cross-platform mobile and VR titles

14y exp
JADEX Consulting
Agile MethodologiesBacklog ManagementRoadmap DefinitionSprint PlanningRisk MitigationProduct Management+35
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SM

Shane Mesuda

Senior QA Professional specializing in mobile and game release validation

San Francisco Bay Area, CA14y exp
N3TWORK Studios
Manual TestingMobile Application TestingWeb Application TestingTest Case CreationTest ExecutionTest Documentation+29
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FC

Federico Costa

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Senior Game Designer/Producer specializing in multiplayer F2P live-service systems

Barcelona, Spain14y exp
Mokens LeagueUniversidad Argentina de la Empresa

Game designer who led two shipped cross-platform soccer titles (Monkers League / Champs), owning core mode and control design across mobile and PC (controller + mouse/keyboard). Drove a major gameplay pivot from controlling a full team to single-character play and tuned controls via playtests to expand appeal beyond traditional sports fans, while also building engagement systems like season passes, tournaments, and live events amid repeated platform shifts.

AgileAPI TestingAppiumAWS MicroservicesAutomation Framework DesignCI/CD+79
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BM

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.

UnityUnreal Engine 5C++C#Greyboxing LevelsArea Layouts+63
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JC

John-Paul Clifton

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Senior Game Designer specializing in gameplay systems, progression, and prototyping

Remote8y exp
AntidyneUniversity of Advancing Technology

Game designer with shipped experience creating and tuning alternative modes for a beer-pong-inspired title (Bounce Shot), including convention playtests that turned modes into fan favorites and sparked community-run tournaments. Also contributed to late-game retention improvements on Deer Hunter 2014 by increasing mission variety through themed animal randomization, generating organic buzz across forums and social channels. Prototypes quickly in UE5 Blueprints and writes implementation-ready mode specs with UX/animation/economy considerations.

AgileAgile sprint planningBeta testingC#Closed beta testingConfluence+49
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IK

Ivan Kulikov

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Senior Game AI Designer specializing in Unreal Engine gameplay systems

Kyiv, Ukraine8y exp
4A GamesDonetsk National Technical University

UE5 Blueprint-focused gameplay/AI developer specializing in combat creatures and reusable, data-driven systems. Built a player-facing AI dodge mechanic that stays navmesh-safe via trace-based space checks and tuned it with cooldowns/probabilities, validating timing against ~250ms player reaction speed using a dedicated test map and logging. Experienced collaborating cross-discipline to propose features, request assets, prototype quickly, and iterate based on QA/playtests and creative direction.

Unreal Engine 5Unreal EngineUnityGame DesignTechnical DesignAI Design+59
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RF

Reid Flamm

Senior Game Designer/Developer specializing in Unity multiplayer and systems design

Seattle, WA10y exp
Rainspire Studios LLCUniversity of Washington
Project ManagementUnityUnity 3DUnreal EngineSystems DesignLevel Design+31
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