GUIDO CONFALONE / GAME DEVELOPMENT

Guido Confalone — Lead Game Designer.
Game Producer.

GAME SYSTEMS DESIGNER

5+ years designing and producing PC, console, and mobile games across international teams.

Selected credits: Monopoly GO! · Stumble Guys · Marvel Strike Force · 2K collaboration
BASED IN ARGENTINA
Working across international teams

SELECTED WORK / 01—04

Selected work.
Design & production.

01 / SELECTED WORKOBSERVATION / UNCERTAINTYPC
Startreming Games

What Floor?

Designing an inspection-driven horror loop under operational pressure.

01 / FEATURED WORKPsychological horror · Observation & decision-making

What Floor?

Case study / PC

Overview

An original horror game set in an underground colony. Operate elevators, inspect passengers, and identify threats as operational pressure builds.

Design challenge

The player needs enough information to make a decision without removing the uncertainty. I work on how inspection tools, NPC behavior, and resource pressure fit into that loop, and how the UX communicates each of them.

My role

As Game Director, Lead Game Designer, and Producer, I define the creative direction and core systems, then work with the team on feature priorities, scope, and milestones. Narrative and production planning are part of that same responsibility.

View on Steam
01

Inspection & decisions

Diagnostic tools, passenger inspection, NPC behaviors, and player-facing information that support difficult decisions.

02

Pressure & progression

Resource management, progression, narrative events, and balancing across the core gameplay loop.

03

Direction & production

I use playtests to review design decisions and priorities, and coordinate implementation across programming, art, audio, and UI/UX.

CORE LOOP
Observe Inspect Decide Manage the pressure
02 / SELECTED WORKTACTICS / EXTRACTIONMobile
Startreming Games

Ranger

Building a hardcore extraction shooter for mobile.

02 / FEATURED WORKHardcore third-person extraction shooter

Ranger

Case study / Mobile

Overview

Ranger is a realistic third-person extraction shooter for mobile. I lead game design and production at Startreming Games.

Design goals

Keep the depth and tension associated with PC extraction shooters while making combat, information, and player flow readable on a mobile screen.

Systems design

My work covers combat and extraction mechanics, progression, and balance. I document features and use playtesting to review how the systems work together.

Production constraints

I break features into tasks, set priorities, and plan milestone scope with the team so design work has clear implementation requirements.

Project information
01

Combat & extraction

Combat systems, extraction mechanics, player flow, and feature design for a tactical mobile experience.

02

Progression & balance

Progression systems, balancing, playtesting, and iteration around player decisions.

03

Production ownership

Scope management, feature documentation, priorities, task breakdown, and milestone planning across the team.

03 / SELECTED WORKINTERACTION / IMPACTPC
The Munky

Drunkn Bar FightFlat Edition

Redesigning VR combat for traditional flat-screen play.

03 / FEATURED WORKPhysics-driven brawler · VR-to-flat redesign

Drunkn Bar FightFlat Edition

Case study / PC

Overview

At The Munky, I work as Producer and Game Designer on the Flat Edition of Drunkn Bar Fight. The work involves rethinking gameplay as well as adapting the technology.

The VR problem

The original experience uses physical movement to interact and fight. Camera behavior, targeting, and combat need a different design when the player uses a keyboard, mouse, or controller.

The flat-screen redesign

I define interaction and combat changes, controls, player feedback, and UI/UX requirements, then review their implementation through builds and playtests.

Production work

Alongside design, I break down tasks, plan milestones, and coordinate disciplines around feature scope and implementation requirements.

Visit The Munky
01

Interaction redesign

Combat, targeting, camera behavior, and VR interaction conversion for traditional inputs.

02

Readability & feedback

Player feedback, UI/UX, keyboard/mouse support, controller support, and playtest iteration.

03

Scope & execution

Feature definition, documentation, milestone planning, task breakdown, build reviews, and multidisciplinary coordination.

04 / SELECTED WORKECONOMY / PLAYER PROGRESSIONMobile
FinFin Play

Fashion LeagueFinFin Play

Designing economy and monetization around progression and content value.

04 / FEATURED WORKMobile fashion · Economy & monetization

Fashion LeagueFinFin Play

Case study / Mobile

Overview

Designing and balancing the economy and monetization systems of a mobile fashion game, connecting content value, player progression, and recurring rewards.

Economy challenge

Balance the value of premium content with progression pacing and accessibility. Purchase systems and recurring rewards need to make sense as part of the player experience.

My work at FinFin Play

I designed premium and collaboration-item systems, loot boxes, tiered gacha with pity mechanics, login and progression rewards, and limited-time events. My focus was how these systems support sustainable monetization and progression together.

Explore Fashion League
01

Content & monetization

Premium content, collaboration items, loot boxes, and tiered gacha with pity mechanics.

02

Progression & rewards

Daily login calendars and progression-based rewards, designed around progression pacing and accessibility.

03

Events & engagement

Limited-time events and reward structures with a focus on sustainable monetization and long-term engagement.

DESIGN FOCUS

Content value

×

Progression pacing

×

Player accessibility

×

Sustainable monetization

SELECTED PROJECT CREDITS

Studio credits &
collaborations.

Hands-on design and production across studio projects and external collaborations.

Official Monopoly GO! launch artwork from Scopely
TRICK STUDIO / GAME ECONOMY DESIGN

Monopoly GO!

I contributed to game economy design on Monopoly GO! as part of my work at Trick Studio.

Trick Studio experience
Stumble Guys project artwork
TRICK STUDIO / PROJECT CONTRIBUTION

Stumble Guys

Part of my game-design work at Trick Studio, alongside Marvel Strike Force and projects across multiple genres.

Trick Studio experience
Official Marvel Strike Force promotional artwork
TRICK STUDIO / PROJECT CONTRIBUTION

Marvel
Strike Force

Selected project credit within my Game Designer & Producer role at Trick Studio.

Trick Studio experience
Official 2K Games brand image
GAME CLOUD NETWORK / COLLABORATION

2K Games& SuperNatural Studios

Through Game Cloud Network, I contributed to a snowboard-racing project: level design, character progression, rewards, and UI.

Game Cloud Network experience

The featured case studies show my responsibilities in more detail: project ownership on What Floor? and Ranger, interaction redesign on Drunkn Bar Fight, and economy and monetization on Fashion League.

Full professional background

A BROADER DESIGN BACKGROUND

Further design work.

Economies, combat, survival systems,
and experiences across genres.

Spikeball competitive match on a grass court
TRICK STUDIO / PC · PLAYSTATION

Spikeball

Competitive Systems Design

I designed competitive systems for Spikeball: ELO matchmaking, four AI difficulty levels, game modes, achievements, and player onboarding. Community feedback informed iteration on the competitive experience.

Bringing the real sport into a digital competitive experience, from the first concept to core systems and mechanics.

The challenge

Support both learning players and competitive audiences with fair matches, progressive challenge, and clear feedback.

My contribution

I designed interconnected competitive systems and refined tutorials, graphics, and animations through community feedback.

Matchmaking & challenge

ELO-based competitive matchmaking and AI with four difficulty levels.

Goals & progression

Game modes, achievements, PlayStation trophies, Steam achievements, social systems, and monetization concepts.

Player experience

Tutorial design, UI/UX, and iteration on player feedback to support the competitive experience.

View on Steam
Azra project environment artwork from the portfolio
TRICK STUDIO

Azra Reaper

Combat Design

Core combat loops, abilities, character interactions, and encounter balancing in collaboration with development and art teams.

Studio website
Overseen survival horror project artwork
STARTREMING GAMES

Overseen & Evidence 01

Lead Game Design & Production

Survival combat, resource management, enemy AI, and camp systems in Overseen. Diegetic VHS-inspired UX, sanity mechanics, and narrative in Evidence 01.

Studio website
ALSO CONTRIBUTED TO

Monopoly GO! / Stumble Guys / Marvel Strike Force / Chain Games / Spekter City / Inside The Hole

EXPERIENCE / 2021—PRESENT

Professional experience.

Download my CV
Jun 2024 — PresentCURRENT ROLE

Startreming Games

Lead Game Designer & Producer

Design and production leadership across original and client games. Creative direction on What Floor?, systems and production on Ranger, and work on Inside The Hole, Overseen, and Evidence 01.

Aug 2026 — PresentCURRENT ROLE

The Munky

Producer & Game Designer · Contract

Gameplay redesign and multidisciplinary production for Drunkn Bar Fight: Flat Edition.

Aug 2023 — May 2026

Trick Studio

Game Designer & Producer

I contributed to game economy design on Monopoly GO! at Trick Studio. Other project contributions include Stumble Guys and Marvel Strike Force, alongside Spikeball, Azra Reaper, Chain Games, and Spekter City. My work across the studio spans systems, combat, progression, AI, economies, and feature specifications. Spikeball provides a further example of my competitive systems-design responsibilities.

Jun 2024 — Jul 2025

Fashion League / FinFin Play

Game Economy & Monetization Designer

Premium content, collaboration items, loot boxes, tiered gacha with pity mechanics, daily rewards, progression, and limited-time events.

Aug 2022 — Aug 2023

Game Cloud Network

Game Designer · 2K Games collaboration

Through Game Cloud Network, contributed to a snowboard-racing project with 2K Games and SuperNatural Studios, working on level design, character progression, rewards, and UI. Also worked on UX flows, wireframes, level layouts, and economy systems.

Aug — Dec 2023

Alternates-Game

Level Designer

Competitive 5v5 FPS maps in Unreal Engine 5; combat flow, cover, navigation, and playtest iteration.

Jun — Sep 2023

Truco Stars

Project Manager & Game Designer

Production timelines, prototype deliverables, core mechanics, Unity UI, and player flow.

Jul 2022 — Aug 2023

Image Campus

Professor · Game Concept / Game Design

Teaching mechanics, systems, documentation, and player experience.

Apr — Aug 2022

Age Of Metalands

Narrative, Game & Level Designer

Game documentation, feature specifications, UX guidelines, levels, and narrative.

Jan — Jul 2022

GunnyGames

Game Designer & UI/UX Designer

Gameplay, balance, modes, narrative concepts, interfaces, and UX flows.

Jun 2021 — May 2022

The Particle Project

Lead Game Designer & UI/UX Designer

Design documentation, Unity development planning, and coordination across UX, narrative, and UI integration.

ABOUT ME

I started in design.
Today I lead
design & production.

5+Years in game development
PC / Console / MobileExperience across platforms

I'm Guido Confalone, a Lead Game Designer and Game Producer based in Argentina. My background is primarily in game design.

I have experience across systems, combat, economy, level design, UI/UX, and narrative. Working across those disciplines taught me how a design decision affects the rest of a game—and the people building it. Over time, my responsibilities expanded into production, scope, milestones, and team coordination.

Today I take on Lead Game Designer, Producer, and Game Director responsibilities. I connect feature definition and documentation with scope, priorities, milestone planning, build reviews, and cross-disciplinary execution.

I've worked with teams across Argentina, the United States, and Switzerland, on competitive sports, shooters, horror, multiplayer, and mobile experiences. I also taught Game Concept and Game Design at Image Campus, helping students connect mechanics, systems, and player experience.

Education & communication

Image Campus

Technical Degree in Video Game Design and Production
2019–2022

Bachelor's Degree in Computer Science
Universidad Nacional de Quilmes · 2020–2025

Game Design and World Design training · CalArts
UX & Accessibility of Essential Video Games · LinkedIn

Spanish · Native / English · C1 Advanced

Skills & disciplines

01 / PRODUCTION

Production planning

Production planning · Scope management · Prioritization · Milestones · Task breakdown · Documentation · Cross-functional coordination

02 / DESIGN

Game & systems design

Systems design · Combat · Game economy · Feature design · Level design · UI/UX · Narrative · Creative direction

03 / ITERATION

Playtesting & iteration

Playtesting · Build reviews · Balancing · Player feedback · Progression pacing · Design iteration

TOOLS & TECH

Unreal Engine · Unity · Blueprints · Figma · Adobe XD · Zeplin · InVision · Webflow · C++ · C#

CONTACT

Open to new
game development
opportunities.

I'm interested in Lead Game Designer and Producer roles,
studio opportunities, and co-development projects.

guidoconfalone.24@gmail.com
QUILMES, BUENOS AIRES

Argentina

+54 9 11 5957 0336