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Felipe Hernandez

Junior Game Designer specializing in level design and competitive multiplayer systems

EF GAMESU-TADMadrid, Spain4 Years ExperienceJunior Level

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About

Game designer specializing in multiplayer mode and systems design across casual party and vehicular hero-shooter projects (Oink Splash Party, Rivals Hover League), with hands-on UE5 Blueprint prototyping for a Souls-like combat loop (Medieval Silence). Known for playtest-driven iteration that fixes degenerate strategies and improves pacing/teamplay (e.g., core-meltdown, kill-confirmed/resurrection events, radar/minimap disruption), plus designing non-predatory progression systems blending battle pass, contracts, and level-up rewards.

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Key Strengths

  • End-to-end ownership of multiple multiplayer game modes across two shipped/production titles
  • Rapid iteration from playtest findings to redesigned mechanics (e.g., Core Battle core-meltdown + passing to force teamplay)
  • Strong systems thinking for balancing and anti-degenerate strategies (vehicle meta, pacing, spawn logic)
  • Designing engagement/progression systems that balance paid battle pass with non-paid skill/time-based progression
  • Clear prioritization framework for playtest feedback and bugs (critical blockers → 3Cs/param tuning → UX feedback like SFX/VFX/UI → minor issues)
  • Cross-functional execution under constraints (scoping down complex features; coordinating map/art changes within sprint timelines)
  • Thorough design documentation with explicit edge-case handling and implementation-oriented systems specs

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Experience

Junior Game DesignerEF GAMES · Jan 2025 – Present
Game DesignerTEAM CHILI GAMES · Aug 2023 – Dec 2024
Junior Technical DesignerDIVERTIFICA · Aug 2022 – Aug 2023

Education

U-TADbachelor, Game Design (2024)

Skills

PrototypingC#C++PythonUnityUnreal EngineBlenderAdobe Creative SuiteGame DesignLevel DesignNarrative DesignCombat DesignSystems DesignVehicle DesignArena Design

Languages

SpanishEnglishItalian

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Felipe HernandezJunior Game Designer specializing in level design and competitive multiplayer systems