Experience

Design lead with 13 years of experience working with Unity, both in academic and professional environments. I have published 3 commercial games in consoles in the last 5 years, developing multiple skills and features with a high degree of responsibility and independence.

www.santibedate.comsantiago.rodriguez.bedate@gmail.comhttps://www.santibedate.com

Resume

January 2020 - August 2025

AHEARTFULOFGAMES

AHEARTFULOFGAMES was a studio focused on action-oriented games for kids and teenagers. Our focus was on making high quality games for kids and teens, which is a market segment usually mistreated in terms of creativity, mechanic complexity and content depth. We strived for rich worlds, fun challenges and credible social and visual representations on our work for several well known IPs, while working with tight production budgets.

    Lead Level Designer

    Teenage Mutant Ninja Turtles: Mutants Unleashed

    • Led a team of 4 level designers and a scale-up in production workflows to produce 40 levels.
    • Assumed authorship of 30% of the game levels, plus direct supervision over the rest.
    • Developed a documentation system to increase feedback quality between internal and external clients, and the Level Design team.
    • Supported Production and QA through a successful Jira implementation of our Production schedule and level creation pipeline.

    Senior Level Designer

    DreamWorks Dragons: Legends of the Nine Realms

    • Focused my professional path on the design aspect, assuming more responsibilities on level design.
    • Assumed authorship of 60% of the game levels as well as integrated its gameplay content.
    • Support to the creation of main game mechanics and development tools for its integration of levels.
    • Built and maintained battle arenas, as well as iterated interactive gameplay elements within levels.

    Producer & Level Designer

    DreamWorks Spirit: Lucky´s Big Adventure

    • Built production workflows and led day to day operations within the team, managing milestones and reporting to internal and external stakeholders.
    • Mentored several game designers and took direct responsibility of a level designer.
    • Took full ownership of the world map, designing and implementing it fully.
    • Created several traversal puzzles and collectibles, integrating its gameplay with the world.

September 2022 - January 2024

CEU San Pablo

This private university gave me the chance to teach computer engineers and arquitects some basics about virtual environments through video games and level design, as well as some notions of game production.

    Associate Professor

    M. D. in Virtual Reality

    • Taught Advanced Experiences and Game Design, centered around VR video games and their interactions with real and virtual environments.
    • Took further the role-play in production, creating a sort of campaign where every student had to deal with a series of real life situations that happened around the production of a video game.

February 2017 - July 2019

U-TAD

I went back to the university that got me into video games to teach several subjects on Game Design. For 3 years I worked with more than 300 students on both basics and advanced subjects, usually related to core mechanics, mobile development, game production and project management. All the courses I taught can be found at the bottom of this page.

    Associate Professor

    B.A. in Game Design

    • Built production workflows and led day to day operations within the team, managing milestones and reporting to internal and external stakeholders.
    • Mentored several game designers and took direct responsibility of a level designer.
    • Took full ownership of the world map, designing and implementing it fully.
    • Created several traversal puzzles and collectibles, integrating its gameplay with the world.

March 2016 - March 2017

Gamelearn

This company used video games to train employees on several fields, such as negotiation, human resources, time management, customer retention and many more. During my year I helped to port an older game to improve its UX and helped develop the processes to create games way more quickly and with better technology.

    Game Designer

    2100

    • Transitioned to a more holistic role and led artists and customer success agents into the fold of game development.
    • Supervised previous courses to create reports on game design, UX and gameplay mechanics.

    Game Designer

    Merchants

    • Helped to port Merchants into modern web technologies, streamlining UX and setting the bases for different projects.
    • Performed several production tasks, filling a necessary role that will point out the need for a full-time producer.

July 2013 - October 2015

Unusual Wonder

I started my journey in video games as an intern for 11 months, performing Level Designer tasks during most of that period. After that time, I was promoted to Junior Game Designer and started working on Fútbol Cuatro Fantasy (previously Epic Eleven) for the remainder of my time in the company, expanding further my responsibilites as designer and learning art and code from several seniors

    Junior Game Designer

    Fútbol Cuatro Fantasy

    • Developed the core gameplay along with the CEO.
    • Balanced player salaries and adjusted stat weight on player valuations.

    Intern

    Fútbol Stars

    • Developed nearly 280 levels in 6 months using Unity 4.6. 68 ended up in the final product.
    • Performed QA duties during the release phase of the game.
    • Game published on Play Store and App Store on 2014. No longer available.
    • Led development of core evaluation framework, vulnerability scanning, and automated red-teaming capabilities.

September 2012 - October 2018

Pelta Games

An informal community of wannabe developers who got together to have some fun and learn how to make games.

    Planner

    The Developers

    • Created the whole game concept and GDD.
    • Documented every game system.

    Planner

    Daredevils: Mercenaries of Hadronia

    • Created character arquetypes and game economy.
    • Set up the economy as a F2P.

    Planner

    Crownless: Knights of Hadronia

    • Wrote a script treatment for the whole adventure.
    • Designed the main mechanics around the 7 playable characters.
    • Led development in a producer capacity.

Skills

Art

PhotoshopIllustratorPremiere Pro

Game Engines

UnityGodot

Languages

C#CSSHTML

Productivity

Draw.ioGDocsExcelFigma

Project Management

ConfluenceHack N PlanJiraNotion

Version Control

GitHubPlastic SCMSmartGitSourceTreeTortoise