
Stumble Guys
Part of my game-design work at Trick Studio, alongside Marvel Strike Force and projects across multiple genres.
Trick Studio experienceGUIDO CONFALONE / GAME DEVELOPMENT
GAME SYSTEMS DESIGNER
5+ years designing and producing PC, console, and mobile games across international teams.
Selected credits: Stumble Guys · Marvel Strike Force · 2K collaborationSELECTED WORK / 01—04
I connect the creative decisions with the work it takes to build them.
SELECTED PROJECT CREDITS
Hands-on design and production across studio projects and external collaborations.

Part of my game-design work at Trick Studio, alongside Marvel Strike Force and projects across multiple genres.
Trick Studio experience
Selected project credit within my Game Designer & Producer role at Trick Studio.
Trick Studio experience
Through Game Cloud Network, I contributed to a snowboard-racing project: level design, character progression, rewards, and UI.
Game Cloud Network experienceThe 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
Every passenger is a decision.
Every passenger is a decision.

What Floor? — project artwork
An original horror game set in an underground colony. Operate elevators, inspect passengers, and identify threats as operational pressure builds.
Make observation, uncertainty, and resource pressure work together in a readable, compelling core loop.
I direct the project from concept through production, connecting its creative vision, systems, narrative, and UX with achievable scope and development milestones.
Diagnostic tools, passenger inspection, NPC behaviors, and player-facing information that support difficult decisions.
Resource management, progression, narrative events, and balancing across the core gameplay loop.
Feature priorities, milestone scope, production planning, playtests, and coordination across programming, art, audio, and UI/UX.

The economy behind self-expression.
The economy behind self-expression.

Fashion League — game characters and fashion artwork
Designing and balancing the economy and monetization systems of a mobile fashion game, connecting content value, player progression, and recurring rewards.
Balance premium content and purchase systems with accessible progression, sustainable monetization, and long-term engagement.
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.
Premium content, collaboration items, loot boxes, and tiered gacha with pity mechanics.
Daily login calendars and progression-based rewards, designed around progression pacing and accessibility.
Limited-time events and reward structures with a focus on sustainable monetization and long-term engagement.
Content value
×Progression pacing
×Player accessibility
×Sustainable monetization

Tactical depth. A mobile battlefield.
Tactical depth. A mobile battlefield.

Ranger — visual material from the project portfolio
A realistic extraction shooter built around tactical decisions, combat tension, and the stakes of getting out.
Translate the systemic depth of PC extraction shooters to mobile while preserving accessibility, readability, and control precision.
I lead gameplay definition and day-to-day production, turning design direction into feature specifications, actionable tasks, and coordinated implementation.
Combat systems, extraction mechanics, player flow, and feature design for a tactical mobile experience.
Progression systems, balancing, playtesting, and iteration around player decisions.
Scope management, feature documentation, priorities, task breakdown, and milestone planning across the team.
Rebuilding the feel of a fight.

Drunkn Bar Fight — franchise imagery from the portfolio
Redesigning an experience built around VR interaction for traditional flat-screen play.
Rework physical VR interactions into satisfying combat, camera behavior, and controls for keyboard, mouse, and controller.
I combine gameplay redesign with production ownership: defining implementation requirements, reviewing builds and playtests, and aligning feature scope with delivery.
Combat, targeting, camera behavior, and VR interaction conversion for traditional inputs.
Player feedback, UI/UX, keyboard/mouse support, controller support, and playtest iteration.
Feature definition, documentation, milestone planning, task breakdown, build reviews, and multidisciplinary coordination.
A BROADER DESIGN BACKGROUND
Economies, combat, survival systems,
and experiences across genres.

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

Combat Design
Core combat loops, abilities, character interactions, and encounter balancing in collaboration with development and art teams.
Studio website
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 websiteStumble Guys / Marvel Strike Force / Chain Games / Spekter City / Inside The Hole
EXPERIENCE / 2021—PRESENT
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.
Producer & Game Designer · Contract
Gameplay redesign and multidisciplinary production for Drunkn Bar Fight: Flat Edition.
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.
Game Economy & Monetization Designer
Premium content, collaboration items, loot boxes, tiered gacha with pity mechanics, daily rewards, progression, and limited-time events.
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
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.
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
Production planning · Scope management · Prioritization · Milestones · Task breakdown · Documentation · Cross-functional coordination
Systems design · Combat · Game economy · Feature design · Level design · UI/UX · Narrative · Creative direction
Playtesting · Build reviews · Balancing · Player feedback · Progression pacing · Design iteration
Unreal Engine · Unity · Blueprints · Figma · Adobe XD · Zeplin · InVision · Webflow · C++ · C#
CONTACT
I'm interested in roles and projects where I can contribute
through both design and production.