I’m Gustavo, but you can call me Gus!

Hi! I’m a game designer and production assistant with a Master’s in Artistic Project Management who discovered my passion for game dev nearly 15 years ago through Skyrim modding.

I bridge creative problem-solving with strategic resource management to build intuitive, fun, and polished player experiences. As a lifelong learner driven by experimentation and community contribution, I collaborate with multidisciplinary teams from concept to launch to hit project milestones and foster a cohesive workflow.

By combining hands-on design, production discipline, and active industry involvement, I am building toward my long-term goal of leading projects as a Creative Director.

Technical Skills

Software skills

Soft Skills

Certifications

Work Projects

Genre: Escape Room
Engine: Unity

Platforms: PC (Steam)

Release date: 8 FEB 2025

Role: Game Director

  • Product Success – Directed El Pasante Elementalista from concept to launch, reaching 8,000+ players first week and 25,000+ acquisitions over time with positive player reviews on Steam.
  • Design Leadership – Managed the game design team by defining task priorities and tracking production pipelines, maintaining consistent scope throughout development.
  • Documentation & Vision – Created comprehensive design documentation aligned with the game vision, ensuring clarity across design, art, and programming teams.

Genre: Endless Runner
Engine: Unity

Platforms: PC (Steam)

Release date: 2026

Role: Game Designer

  • Feature Ownership – Tasked with defining key player systems for Sketchy Driver; researched industry references and wrote complete feature concepts and sketches, providing clear design direction for the development team.
  • Combat & Economy Balancing – Built automated mathematical spreadsheets to calculate combat mechanics, drastically cutting down adjustment times for core game variables.

Genre: Metroidvania
Engine: Unity

Platforms: PC (Steam)

Release date: TBA

Role: Game Designer & Producer

  • Content Design & Iteration – To meet production scope for Inara and the Balance of the Island, designed 115+ levels, 30+ enemies, and 5+ bosses, delivering a fully fleshed-out gameplay experience.
  • Project Planning – Established structured task scopes aligned with project vision and timelines, optimizing team workflow and keeping development goals on track.

Pet Projects

What is it about? The website designed to showcase Chilean video game talent to the world!

Platforms: Web & mobile

Release date: 2025

Role: Founder

  • Platform Launch & Growth – Recognized a gap in global visibility for Chilean developers; founded and launched a web platform showcasing Chilean game talent, generating over 90,000 social media visits in 2026.
  • Strategic Partnerships – Tasked with building industry backing and reach; established formal partnerships with major regional entities, including Women in Games Chile, GameDev Planet, Game Developers Valparaíso, The Chilean Video Game Students Association, and The Biobío Trade Association of Women in Digital Creative Industries.

What is it about? An Event dedicated to promoting Chilean video game to the public and aspiring industry professionals.

Role: Production assistant

  • Event Production & Growth – Tasked with elevating public visibility for local developers; organized 50+ events promoting Chilean video game studios to general and industry audiences.

  • Strategic Ecosystem Collaboration – Identified expansion opportunities by building relationships with major entities, coordinating with organizations such as Riot Games, Video Games Chile, ProChile, Global Game Jam, Universidad de Chile, and over 80 local studios to execute high-impact initiatives.

Genre: Simulation
Engine: Unreal Engine

Platforms: Itch.io

Release date: 2026

Role: Game Designer & Producer

  • Game Development & Design – Tasked with delivering a complete game under tight jam constraints; designed the full game experience and developed it from scratch, creating a cohesive, fully functional gameplay loop.

  • Team Collaboration – Coordinated a 5-person multidisciplinary team of artists and designers, managing workflows and integrating assets smoothly into the engine to hit project deadlines.

  • Competition Results – Competed against numerous regional entries, successfully ranking 26th in total votes at LAGS GameJam 2026.

Genre:  Horror
Engine: Unity

Platforms: Itch.io

Release date: 2025

Role: Game Designer & Producer

  • Mechanics & Level Design – Tasked with defining the core player experience under jam constraints; designed the main gameplay mechanics and built all 5 playable levels.

  • Team Collaboration – Coordinated with a 7-person multidisciplinary team of artists and developers, aligning asset delivery and technical implementation to ensure rapid, seamless game integration.

  • Jam Recognition – Managed development scope effectively to finish production ahead of deadline, earning recognition as the first team to complete their game at Women Game Jam Chile 2025.

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