// Game Designer · Bucaramanga, Colombia · Remote

Jorge L.
Iglesias

I design systems, economies, and player experiences that keep people engaged. Engineering degree in digital entertainment. Bilingual. Shipping games since 2020.

See My Work Get In Touch
Systems Design Game Economy Narrative Design Multiplayer Unity / C# Playtesting Level Design

// 001 — About

The designer
behind the systems

Jorge L. Iglesias

I'm a game designer with a B.S. in Engineering — Digital Entertainment Design from Universidad Pontificia Bolivariana. I specialize in systems-driven gameplay, player progression, game economies, and risk–reward mechanics.

My background is cross-disciplinary: I design, prototype, playtest, and when needed, implement in Unity with C#. I believe great game design is inseparable from iteration — I build to test, not to ship the first draft.

Outside of game design, I've organized large-scale community events in Bucaramanga — scaling from 15 to 1,500 attendees — which sharpened my instincts around engagement, pacing, and what makes people actually show up.

I'm based in Colombia, working remotely, and open to relocation for the right opportunity. Fluent in Spanish (native) and English (near-native, C1 certified).

4+
Years designing games
1,500
Max event attendees
2
Languages
4+
Shipped projects

// 002 — Projects

What I've built

Adrenaline Unity development screenshot In Development

Solo Developer — Design, Programming, UI

Adrenaline

A multiplayer party card game for 4–16 players, originally validated as a physical prototype and now in development as a mobile game in Unity/C#. Players draw dares pulled at random from a curated pool, with an in-game economy letting them skip, redirect, or reroll challenges, or target other players. Progression is built on lives, points, and escalating difficulty. Tested across 3 live playtesting sessions with ~10 players before moving to digital.

Unity C# Systems Design Game Economy Multiplayer Playtesting
Millennium Warrior gameplay screenshot Playable

Lead Game Designer & Narrative Designer

Millennium Warrior

A narrative-driven arena combat game built in Unity, inspired by historical warriors. Designed boss mechanics tied to story progression, with each victory advancing the narrative arc. Features a roguelike structure where players face fighters across different eras.

Unity Narrative Design Boss Design Roguelike
Asteroid Escape gameplay screenshot Playable

Lead Game Designer

Asteroid Escape

A space shooter where players must avoid or destroy asteroids to survive. Focused on tight feel, escalating difficulty, and player agency. Includes full design documentation covering mechanics, flow, and balancing decisions.

GameMaker Difficulty Scaling Arcade
Runny Bunny gameplay screenshot Playable

Game Designer & Programmer

Runny Bunny

An infinite 2D runner centered on a calorie balance mechanic — players must manage survival against score optimization, creating a natural risk-reward tension that escalates over time.

Risk-Reward Infinite Runner 2D
It's Just a Nightmare gameplay screenshot Playable

Game Designer & Programmer

It's Just a Nightmare

A 2D platformer built in GameMaker featuring transformation-based puzzle mechanics. Players shift between states to navigate environments and solve challenges tied to the transformation system.

GameMaker Puzzle Design Platformer
Where Am I? game jam screenshot Game Jam

Game Designer

Where Am I? — Global Game Jam 2019

A puzzle game built during the 2019 Global Game Jam — players have lost their memory and must piece it back together. Designed around a constrained theme under a 48-hour deadline.

Game Jam Puzzle 48h Sprint
Vindico's Journey concept art Narrative Design

Narrative Designer & Level Designer

Vindico's Journey

A feudal steampunk setting where mythological artifacts hold real, often-corrupted power. The story follows Vindico Fortis, heir to a family sworn to recover dangerous relics from those who abuse them — and his growing conflict between his family's doctrine of non-intervention and his own sense of justice, sharpened through repeated encounters with a rival who chooses direct action over restraint. Development on the build was shelved, but the worldbuilding, character writing, and three-mission story structure were completed and are the part of this project I'm most proud of.

Worldbuilding Character Writing Mission Structure Moral Conflict

// 003 — Skills

Tools & expertise

Game Design

Systems Design Mechanics Design Game Economy Player Progression Difficulty Scaling Risk–Reward Narrative Design Level Design Playtesting

Engines & Programming

Unity C# (Intermediate–Advanced) GameMaker Unreal Engine (Learning) C++ (Basic) Java (Basic) Python (Basic)

Tools & Software

GitHub Photoshop Blender Krita OBS Studio Audacity Reaper Excel / Google Sheets

Languages

Spanish (Native) English (Near-Native, C1)

// 003.5 — Also In The Toolkit

A bit of 3D, when a project calls for it

Not a primary focus, but I'm comfortable in Blender when a prototype needs a quick model or a concept needs to be seen in 3D.

3D castle model
3D castle model
3D castle model
3D invader model
3D Sith clone model
3D Sith clone model

// 004 — Experience

Where I've worked

Apr 2021 — Present
Self-Employed

Independent Game Developer

  • Designed and developed gameplay systems in Unity using C#, with a focus on systems balance and player flow
  • Prototyped mechanics-focused and narrative-driven gameplay experiences across multiple projects
  • Iterated on game economies, difficulty scaling, and usability through live playtesting sessions
Aug 2020 — Apr 2021
Blowing Breeze Studio

Junior Programmer & Game Design Assistant

  • Implemented gameplay systems and UI features in Unity as part of a 4-person team
  • Assisted in the design of mechanics focused on balance and in-game economy
  • Collaborated with designers and programmers through iterative development cycles
2025 — Feb 2026
Smart Academy

English Teacher / ESL Instructor

  • Planned and delivered structured English lessons in small groups (max 6 students), adapting to rotating learner cohorts
  • Designed interactive activities to maintain engagement; adapted content dynamically based on learner feedback
Dec 2024 — May 2025
Teleperformance

Expert Customer Support Officer — Disney+ / Hulu

  • De-escalated complex user issues while maintaining brand experience standards for Disney+ and Hulu
  • Diagnosed technical, billing, and subscription-related problems and delivered clear resolutions
Jun 2019 — Aug 2019
Agencia CAC

Digital Advertising Manager

  • Planned digital marketing campaigns for diverse target audiences across multiple businesses
  • Managed social media content and online engagement; analyzed campaign performance to support marketing decisions

// 005 — Community

Event production
& community building

~1,500

Akatsuki Anime Store — Event Organizer & Sales Rep

Coordinated logistics and operations for community anime events and guest appearances over a 4-year span (2015–2019), running roughly 4 large-scale events per year. Managed event schedules, collaborated with vendors and staff, handled sales transactions, and presented live to audiences in the main theater. Events reached up to 1,500 attendees.

~150

Clan Amube — Independent Events

Founded and ran an independent anime community group, organizing roughly 2 events per month for 3 years. Handled all logistics, promotion, and execution end-to-end. Events ranged from 15 to 150 attendees.


Let's make
something great

I'm actively looking for game design roles — remote or relocation. If you're building something interesting and need a designer who thinks in systems, let's talk.

Based in Bucaramanga, Colombia · Remote-first · Open to relocation