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João Henrique Ramos

Senior Game Designer with 9+ years of experience, specializing in systems design, combat design, 3C, progression, and core gameplay. Currently Lead Game Designer on Profane, combining team leadership with hands-on design work across gameplay systems, balance, prototyping, and documentation.

Experience

INSANE

Lead Game Designer

FEBRUARY 2023 – PRESENT

  • Partner with the Game Director to define design direction and translate product goals into system priorities and team execution

  • Led a team of game designers, ensuring alignment with project goals and creative direction

  • Contributed to strategic project decisions, influencing priorities, scope, and overall product direction

  • Oversaw the full design pipeline from concept to implementation, maintaining quality and consistency across all design areas

  • Mentored and supported designers across all levels, fostering ownership, autonomy, and professional growth

Senior Game Designer

AUGUST 2020 - FEBRUARY 2023

  • Designed core systems for Profane, a sandbox MMORPG, including major gameplay loops, progression, economy, and balance structures.

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

  • Worked hands-on in-engine with Unity, scripting, and visual scripting to prototype systems, tune gameplay, and support implementation.

  • Designed internal tools and workflows to streamline content creation and support design team autonomy.

  • Authored design documentation and technical specs to support engineering, art, content creation, and cross-disciplinary implementation

  • Created balance models for combat, progression, economy, and itemization systems

  • Built AI behaviors using behavior trees to support dynamic PvE encounters

Hoplon

Game Designer

MARCH 2017 - JULY 2020

  • Led the full design and implementation of four playable characters: Icebringer, Stargazer, Peacemaker, and Vulture

  • Designed social features including Report, Friends, Mute, and Block systems to improve player interaction and safety

  • Managed LiveOps character balance, leveraging player feedback and analytics to improve engagement and fairness

  • Created feature proposals focused on improving player retention and match pacing

  • Conducted UX tests to identify onboarding issues and improve first-time user experience

  • Prototyped gameplay features using Unity and proprietary visual scripting tools

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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