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Регистрация: 02.09.2026

Carlos Pérez

Специализация: Game Designer / Technical Artist
Game Designer with a strong technical foundation. I specialize in bridging the gap between creative design and technical implementation, ensuring gameplay mechanics are precise, intuitive, and performant. With a multidisciplinary background, I approach development as an "all-terrain" creator, capable of handling the entire pipeline to deliver cohesive, high-quality player experiences with a deep focus on game feel.
Game Designer with a strong technical foundation. I specialize in bridging the gap between creative design and technical implementation, ensuring gameplay mechanics are precise, intuitive, and performant. With a multidisciplinary background, I approach development as an "all-terrain" creator, capable of handling the entire pipeline to deliver cohesive, high-quality player experiences with a deep focus on game feel.

Скиллы

Game Design
Level Design
Prototyping & Gameplay Mechanics
System Design & Combat Balancing
Procedural Logic & Difficulty Scaling
Unity Engine
Unreal Engine
C#
C++
Blueprints
3D Modeling & Asset Implementation
Technical Bridge: Art-to-Engine Optimization
Workflow & Pipeline Management
Adobe Creative Suite
Concept Art & Visual Design

Опыт работы

Level Game Designer
01.2025 - 01.2026 |Nocturnia Studios
Game designer
Level Designer — Nocturnia Studio As a Level Designer at Nocturnia Studio, I contributed to designing, prototyping, and iterating interactive environments, ensuring balanced gameplay pacing aligned with core mechanics. Prototyping & Blockout: Created initial level layouts (greyboxing) to establish spatial scale, navigation flow, and challenge placement. Spatial Guidance & Composition: Applied visual composition, lighting, and points of interest to guide players intuitively through environments. Mechanics Integration & Balancing: Collaborated with art and programming teams to place gameplay events, enemies, and puzzles, fine-tuning difficulty curves through iteration. Playtesting & Iteration: Analyzed player behavior during playtesting to identify pacing bottlenecks and optimize the overall player experience.
Tester
Pendulo Studios
QA Testing
Pendulo Studios — Tintin reporter: Cigars of the Pharaoh ● QA Methodologies: Applied formal bug-reporting standards for Tintin: Cigars of the Pharaoh. ● Critical Analysis: Provided technical reports on gameplay flow and UI/UX issues. ● System Validation: Conducted stress and collision testing to ensure mechanical integrity.
3D Artist
Next Level Studios UFV
3D Modeling, Unreal Engine, VR
● VR Production: Optimized 3D assets for high-performance immersive environments. ● Pipeline Mastery: Managed High/Low poly workflows, UVs, and strict poly-count budgets.

Образование

Creation Videogames (Бакалавр)
2020 - 2024
Universidad Francisco de Vitoria

Языки

ИспанскийРоднойАнглийскийВыше среднего