About

Engineer first. Designer because of it.

4+ yrs

in AAA production

2

shipped AAA franchises

EU

work eligible

I started as a software engineer, and I still think like one — but every project I've shipped has pulled me further toward design. Not the art side of design: the systems side. The part where you decide how a mechanic scales, what a UI can and can't afford to do under load, and how a rule set stays fair when a hundred thousand people start looking for the edges of it.

That instinct got its first real test in Unity, building a VR training simulator for an oil rig — a project with zero margin for a mechanic that felt wrong, because "wrong" there meant someone learned the incorrect procedure. From there it went straight into AAA: four years inside Unreal Engine 5 and Frostbite, embedded with EA Sports on the NHL franchise and with Microsoft's The Coalition on Gears of War, shipping UI systems and gameplay features across three console generations without a rewrite.

Somewhere in the middle of that, the title on my badge caught up with what I was actually doing: Technical Game Designer at Telltale Games — the first role where systems design was the job description, not the thing I did on top of engineering tasks. Blueprints and C++ hybrids, multiplayer replication, internal tooling that let designers iterate without waiting on me. That's the work I want more of.

Most recently, at itti, I built the fintech version of the same idea: microservice architectures in Golang and Java, plus the Flutter and React/Next.js frontends on top, for Ueno Bank's consumer banking platform. A loan's progression rules need the same rigor a game economy needs to stay balanced and hard to exploit — different domain, same skill. That's the throughline of this whole page: the tools change, the systems thinking doesn't.

Outside of shipping, I'm a lifelong competitive player and a community organizer for local trading card game tournaments — which is really just systems design with real stakes: reading a meta, weighing player motivation, and finding where a rule set breaks under pressure. Right now that obsession is pointed at a personal project: a custom action-TCG hybrid I'm building in Unreal Engine.

I'm a dual Argentine/German citizen with full EU work eligibility, currently based in Buenos Aires and between roles — open to Technical Game Design roles, especially ones where "technical" and "design" are supposed to be the same job.