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João Henrique Ramos

Senior Game Designer with 9+ years of experience in systems design, combat, 3C, progression, and live game balance. Currently Lead Game Designer on Profane, a sandbox MMORPG, combining team leadership with hands-on ownership of core gameplay systems, prototyping, tuning, and implementation support.

Experience

INSANE

Lead Game Designer

FEBRUARY 2023 – PRESENT

  • Lead design direction and execution for Profane, aligning systems, combat, economy, progression, and content with the project’s creative goals.

  • Own and iterate on core gameplay systems, including combat, progression, itemization, crafting, gathering, and economy, from concept through implementation, tuning, and testing.

  • Remain hands-on in Unity, prototyping, configuring, tuning, and validating gameplay systems through scripting, visual scripting, and spreadsheet-based balance models.

  • Translate product and creative direction into specifications, balance targets, implementation plans, and cross-disciplinary workflows.

  • Manage and mentor a team of game designers, setting priorities, reviewing work, and maintaining design quality across features.

Senior Game Designer

AUGUST 2020 - FEBRUARY 2023

  • Designed and established core systems for Profane, including progression, economy, itemization, crafting, gathering, skills, NPC systems, and major gameplay loops.

  • Designed third-person action combat and 3C features, focusing on responsiveness, readability, input feel, and moment-to-moment gameplay.

  • Implemented, configured, and tuned gameplay systems in Unity using scripting and visual scripting to validate design assumptions and support cross-disciplinary development.

  • Developed spreadsheet-based simulations and balance models for combat, progression, economy, itemization, and rewards.

  • Designed internal tools and workflows that accelerated content creation and tuning, and implemented NPC AI behaviors using Behavior Trees.

Hoplon

Game Designer

MARCH 2017 - JULY 2020

  • Owned the design of four playable characters (Icebringer, Stargazer, Peacemaker, and Vulture) from concept and prototyping through implementation, tuning, and release.

  • Prototyped gameplay features in Unity using proprietary visual scripting tools, collaborating with engineering and art throughout implementation.

  • Managed LiveOps character balance using analytics and player feedback to improve fairness, engagement, and gameplay quality.

  • Designed social and player-safety features, including Report, Friends, Mute, and Block systems.

  • Conducted UX and onboarding tests to identify friction and improve the first-time user experience.

Education

UNIVALI - Bachelor's Digital Games

2012 - 2016

Skills

Design Skills

  • Systems Design

  • Combat Design

  • 3C (Character, Camera, Controls)

  • Game Balance

  • Progression Systems

  • Economy & Itemization

  • AI & Encounter Design

  • Sandbox/MMORPG Systems

  • LiveOps Balance

Technical Skills

  • Unity

  • Unreal Engine (UE5)

  • Blueprints

  • Visual Scripting

  • C#

  • Google Apps Scripts / Javascript

  • Spreadsheets

  • LinkedIn
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