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Juan Lagisquet

Senior Game Designer/Unity Developer specializing in gameplay and level design

Audio Design & Music Composition (NDA Project)11 years experienceSeniorVideo GamesMedia & EntertainmentSoftware Development
ScreenedReferences VerifiedIdentity Verified

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About

Senior game designer with shipped experience on Outlanders, focused on systems/economy balance, player motivation loops, and clear cross-discipline implementation. Built rapid UE5 prototypes (48-hour cycle) and iterated based on feedback—especially leveraging audio to guide players in an atmospheric horror concept. Has led design decisions under mobile performance constraints, aligning engineering/art/direction to ship a sandbox mode with acceptable entity/map limits.

Experience

Audio Design & Music Composition (NDA Project)Treeview
Game Designer / Level Designer / Junior Producer / Unity DeveloperPomelo Games
Unity DeveloperBoki
ProgrammerPaleodetectives
Co-founder / Game Designer / DeveloperPolyraptor Games
Global Game Jam – Local organizerGlobal Game Jam
Global Game Jam – ParticipantGlobal Game Jam
WinterJam Uruguay – OrganizerWinterJam Uruguay
UX/UI Designer / DeveloperTata Consultancy Services

Education

Universidad de la Repúblicabachelor, Computer Engineering

Key Strengths

  • Resource-economy balancing to create intentional tension and humor (e.g., “bread man” festival level in Outlanders)
  • Strong playtest-driven iteration: simplifies goals and improves clarity based on tester feedback
  • Uses environmental art/visual cues to improve objective readability and reinforce narrative
  • Rapid prototyping in UE5 (idea-to-playtest in ~48 hours) using Blueprints plus custom gameplay scripting
  • Audio-first iteration that improved player navigation and increased mystery/atmosphere in a horror prototype
  • Designs progression via optional challenge objectives with cosmetic rewards to drive replay without blocking new learners
  • Quantitative approach to difficulty/accessibility using time-based completion checkpoints and objective progress tracking
  • Shipped sandbox mode while aligning stakeholders around mobile performance constraints (entity/map limits)

Reference Highlights

Moderately Recommended
  • Key impact through strong communication
  • Leads new feature implementations
  • Effective stakeholder management and negotiation
  • Bridges engineering feasibility with art capability/timeframe constraints
  • Thorough and precise in design tuning
  • Iterates until gameplay feels right
  • Strong at making characters balanced and engaging
  • Very hands-on in Unity
  • Fast, effective prototyping and testing
  • Strong systems thinking; designs that endure over time in live games
  • Clear and implementable design docs with minimal need for clarification
  • Quick to resolve ambiguity in communication
  • Excellent cross-functional collaboration
  • Handles trade-offs and constraints with ease
  • Handles re-balancing/competitive constraints properly

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Contact

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Languages

English

Skills

Game DesignSystems DesignGameplay DesignLevel DesignBalancingPrototypingDocumentationUnityUnity 3DC#JavaScriptHTMLPythonAS3Construct 3