
Game Designer
Andrea Fernández Fernández
Game Designer at Saber Interactive Spain
- Communicate and maintain project related documentation including proof-of-concept presentations, high-level design summaries and detailed design schematics.- Playtesting & providing regular detailed feedback of builds- Level Design: Create multiple maps for the Paint Rush mode- UX Improvement Design. Revising the actual status of the UX and proposing ways for improving it. Mockups made in Figma and Adobe XD- Develop basic underlying principles of the game (game mechanics, level goals, etc.).


Screenshots from the game mode Battle Royale where you'll have to survive to become the very best and defeat the other 50 players.

Screenshots from the Paint Rush mode where you will have to work as a team and paint as many dots as you can find with your team's color.
Game Designer at Saona Studios
- Created and maintained updated, relevant, easily accessible documentation- Undertook the level design creation from whitebox to testing- Built gameplay systems from scratch- Be in charge of the paper design and development of main and secondary missions- Playtesting & providing regular detailed feedback of builds


Outdoors levels where you will have to traverse through the different worlds and environments to accomplish your goal, acquire new abilities that will help you overcome all of them, from gliging, to double jumps and much more.


Underground levels with multiple platforms and obstacles on your way to get to your goal, the nearby cathedral where new dangers await.
Game Designer at GAMUCATEX
- Participate in the development of the overall mission structure (objectives, awards, missions...)- Created and maintained updated, relevant, easily accessible documentation- Created multiple gameplay systems from scratch- Research relevant game litterature and analyse their usage towards the game- Prove the game concept using academic models- Attend playtests and be solution-oriented to the problem encountered


Fighting takes place in a card-based format.
While we catch the users' interest, we will immerse them in history, mythology, religion, and potentially more. They will be presented with characters of importance to history and creatures based on the stories found in the myths. We don't want to blindly follow game tropes, instead, we want to innovate and try to make sure that the user is not misled or gets the wrong picture of a subject. We still have room for fantasy, and we hope to inspire the player to engage in history.


The game takes you through the time of the earliest civilizations and up until modern times. Each player gets to be guided by a god or similar deity from one of the myths and civilizations in the game.
Other Projects
Game Designer at Green Jade Games
-Work closely with the CPTO to bring the game’s vision to reality-Communicate and maintain project related documentation including proof-of-concept presentations, high-level design summaries and detailed design schematics-Playtesting & providing regular detailed feedback of builds (with an emphasis on the UX and UI)-Design game systems from a big picture perspective down to interconnected features and entity behaviors-Interface with programmers to craft the gameplay experience and cooperate with other
departments on implementation where necessary-Develop basic underlying principles of the game (game mechanics, level goals, etc.)-Assist and monitor small groups of team members as necessary


Level Designer and Animator at Flaming LLama Games
- Winner of the best Art Award of the Play Station Talents 2018
- Level designer, rigger and animator


