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Karel Chabera

Senior Technical Game Designer specializing in gameplay systems and pipelines

Orlando, FLTechnical Game Designer II9 years experienceSeniorVideo GamesVirtual RealityMedia & Entertainment
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About

Modes/progression designer on EA College Football (Dynasty and Road to Glory) who has owned multiple shipped progression systems, including recruiting and Road to Glory progression (meters, in-game reward triggers, and a "coach trust" meta-progression). Focused on modular system design and tuning/balancing for player-facing challenges and rewards, with strong QA-driven iteration and Blueprint-based prototyping practices.

Experience

Technical Game Designer IIEA Sports Tiburon
Game Integration EngineerWB Games
Technical LeadMonsterfulVR
Technical Game DesignerOblix VR
Lead Unity DeveloperStartVR

Key Strengths

  • Shipped player-facing recruiting progression feature (tape score/challenges/scholarship thresholds) with tuning integration
  • Strong systems tuning and balancing across varied gameplay contexts (different positions, challenge difficulty vs reward)
  • Iterative development with QA/player feedback loops to reach shipping-quality polish
  • Designs modular, reusable progression components (reusing recruiting framework for transfer portal)
  • Blueprint prototyping approach using reusable base classes/components for fast iteration
  • Structured debugging workflow in Blueprints (repro steps, breakpoints, targeted debug logs)
  • Owned and shipped end-to-end mode features (Road To Glory components including High School Recruiting)
  • Designed clear player-goal systems (Tape Score thresholds for scholarship offers)
  • Strong tuning/iteration loop using playtests, external testing, and QA/team feedback
  • Built rapid prototypes outside the game to validate tuning models before implementation
  • Cross-functional leadership aligning engineering and UI/UX to ship features
  • Adapted scope to technical/memory constraints while preserving player choice (templates vs deep customization)
  • Shipped feature correlated with increased Road To Glory users and time spent YoY
  • Owned and shipped an end-to-end in-game news/contextual storytelling feature (main menu league context)
  • Built a unit-test-like content testing pipeline to validate every story/package for grammar, formatting, and data accuracy
  • Optimized a generation algorithm to reduce memory footprint ~60% and improve performance ~70%
  • Designed and shipped interconnected recruiting systems (prospect generation + high school recruiting) that increased Road to Glory engagement/time
  • Strong systems balancing under tight memory constraints (recruit counts by position, tunable roster/pool values)
  • Effective rapid iteration and pivoting late in production (reworked content to more compelling moment-to-moment scenarios)
  • Blueprint prototyping workflow that scales (reusable base classes, derived variants, clear naming/modular functions) and transitions well to engineering
  • Owned High School Recruiting feature end-to-end for EA College Football 26
  • Scaled content delivery to 1,000+ unique challenges by leveraging/updating an existing minigames tool
  • Built scripting in data tools to speed up designer iteration and in-game validation/testing
  • Strong systems thinking: reusable base Blueprint architecture with data-table-driven configuration
  • Pragmatic Blueprint-to-C++ migration strategy to reduce complexity and improve maintainability
  • Methodical debugging: breakpoint-driven root cause analysis and robust, gated on-screen debug instrumentation
  • Effective tradeoff management: pivoted content to fit tool constraints and ROI while maintaining experience goals

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Languages

English

Skills

Content DesignSystem DesignGameplay DesignDesign LeadershipWorld BuildingCross-Functional CollaborationRapid PrototypingUnityUnreal EngineBlueprintC++C#TypeScriptVisual ScriptingPerforce