GUIDO CONFALONE / GAME DEVELOPMENT

Game Producer.
Lead Game Designer.

GAME SYSTEMS DESIGNER

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

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

SELECTED WORK / 01—04

From the first idea.
Through every iteration.

SELECTED PROJECT CREDITS

Original games.
Established franchises.

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

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 case studies below explore my responsibilities in depth: project ownership on What Floor? and Ranger, interaction redesign on Drunkn Bar Fight, and economy and monetization on Fashion League.

Full professional background
01 / SELECTED WORKOBSERVATION / UNCERTAINTYPC
Startreming Games

What Floor?

Every passenger is a decision.

01 / FEATURED WORKPsychological horror · Observation & decision-making

What Floor?

Every passenger is a decision.

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

The challenge

Make observation, uncertainty, and resource pressure work together in a readable, compelling core loop.

My contribution

I direct the project from concept through production, connecting its creative vision, systems, narrative, and UX with achievable scope and development milestones.

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 & delivery

Feature priorities, milestone scope, production planning, playtests, and coordination across programming, art, audio, and UI/UX.

CORE LOOP
Observe Inspect Decide Manage the pressure
02 / SELECTED WORKECONOMY / PLAYER PROGRESSIONMobile
FinFin Play

Fashion LeagueFinFin Play

The economy behind self-expression.

02 / FEATURED WORKMobile fashion · Economy & monetization

Fashion LeagueFinFin Play

The economy behind self-expression.

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

The challenge

Balance premium content and purchase systems with accessible progression, sustainable monetization, and long-term engagement.

My contribution

I designed premium and collaboration-item systems, loot boxes, tiered gacha with pity mechanics, login rewards, progression rewards, and limited-time events. My focus was the relationship between monetization, pacing, and the player experience.

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

03 / SELECTED WORKTACTICS / EXTRACTIONMobile
Startreming Games

Ranger

Tactical depth. A mobile battlefield.

03 / FEATURED WORKTactical third-person extraction shooter

Ranger

Tactical depth. A mobile battlefield.

A realistic extraction shooter built around tactical decisions, combat tension, and the stakes of getting out.

The challenge

Translate the systemic depth of PC extraction shooters to mobile while preserving accessibility, readability, and control precision.

My contribution

I lead gameplay definition and day-to-day production, turning design direction into feature specifications, actionable tasks, and coordinated implementation.

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.

04 / SELECTED WORKINTERACTION / IMPACTPC
The Munky

Drunkn Bar FightFlat Edition

Rebuilding the feel of a fight.

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

Drunkn Bar FightFlat Edition

Rebuilding the feel of a fight.

Redesigning an experience built around VR interaction for traditional flat-screen play.

The challenge

Rework physical VR interactions into satisfying combat, camera behavior, and controls for keyboard, mouse, and controller.

My contribution

I combine gameplay redesign with production ownership: defining implementation requirements, reviewing builds and playtests, and aligning feature scope with delivery.

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.

A BROADER DESIGN BACKGROUND

More worlds. Different challenges.

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

Spikeball competitive gameplay
TRICK STUDIO / PC · PLAYSTATION

Spikeball

Competitive Systems Design

ELO matchmaking, AI with four difficulty levels, achievements, trophies, tutorials, and iteration on community feedback.

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

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

EXPERIENCE / 2021—PRESENT

Design depth.
Production responsibility.

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

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.

ABOUT ME

A designer's eye.
A producer's
perspective.

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

I enjoy turning broad creative goals into clear, actionable development work, with the player experience at the center.

My background spans 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.

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

Technical Degree in Video Game Design and Production
Image Campus · 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

HOW I CONTRIBUTE

01 / PRODUCTION

Make the work actionable.

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

02 / DESIGN

Connect the systems.

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

03 / ITERATION

Keep the player in view.

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

Have a game
in development?

I'm interested in roles and projects where I can contribute
through both design and production.

guidoconfalone.24@gmail.com
QUILMES, BUENOS AIRES

Argentina

+54 9 11 5957 0336