Charles Vargas - Senior Game Designer

📍 Alvorada, Brazil | ✉️ [Mail-To]

Professional Summary

Senior Game Designer with over six years of experience crafting player-centric systems and immersive environments for open-world, multiplayer, and live-service titles. Combines deep expertise in level design, combat mechanics, character design and diegetic UX with a broad understanding of economy, progression, and technical implementation. Proven in leading end-to-end design pipelines while aligning gameplay decisions with retention, engagement, and business goals. Passionate about world building, sci-fi and immersion through diegetic UI and environmental storytelling.

Professional Experience

Senior Level Designer (Contract)

Revolving Games – California, US | Apr 2025 – Oct 2025
Open-world action game in Unreal Engine 5 | Remote team across North America & Europe
  • Owned the entire level design pipeline for multiple systemic and semi-linear environments from early blockout to live deployment, ensuring strong alignment with gameplay vision and technical constraints.
  • Led the redesign of "Player Island," a hub focused on engagement and economy flow. Introduced structured farming routes that increased exposure to commerce points by ~80%, driving higher natural interaction with vendors and boosting monetization opportunities.
  • Authored cross-disciplinary disruption documentation to anticipate systemic impacts of new mechanics, improving iteration speed and strengthening collaboration between design, engineering, and live ops teams.
  • Partnered closely with art, engineering, and narrative teams to integrate mission triggers, gameplay mechanics, and UX flows into cohesive player experiences, removing blockers early and maintaining sprint velocity.
Technologies: Unity, Jira, Confluence, Miro

Game Designer (Contract)

Blue Gravity Studios – London, UK | May 2024 – Oct 2024
King’s Gambit – PC/Console title | Match-3 & exploration hybrid
  • Led the reverse-engineering and systemic recreation of core gameplay mechanics from reference titles, conducting detailed breakdowns of visual, UX, and gameplay systems to ensure fidelity in implementation. Created standard documentation improving reverse-engineering speed by ~20%.
  • Owned the full design of a major game region, including environment layout, character abilities (PCs & minions), boss encounters, and progression flow — translating high-level concept into executable, balanced, and engaging content.
  • Collaborated cross-functionally with art, engineering, and narrative teams to integrate systems into cohesive experiences, resolving blockers proactively and maintaining sprint velocity.
Technologies: Unity, Figma, Asana, Notion

Game & Level Designer (Contract)

Pixel Hunters & Hero Create – Brazil | Mar 2023 – Mar 2024
  • Led the design and evolution of sandbox gameplay systems and mission frameworks for Fortnite Creative, driving replayability and player agency in live content.
  • Defined optimization guidelines for asset memory usage, improving production efficiency and enabling larger-scale feature deployment within Fortnite’s technical constraints.
  • Designed retention-oriented reward systems and seasonal progression structures, strengthening engagement across multiple content cycles.
  • Mentored junior designers on mechanic breakdown, systemic iteration, and gameplay documentation processes.
Technologies: Unreal Engine, Unity, Asana, Google Docs

Lead Game Designer (Personal Initiative)

Alpha Molds – Independent Project | Jan 2018 – Dec 2023
  • Spearheaded gameplay vision and feature direction for an extraction-shooter prototype, defining core loops, risk-reward systems, and progression pacing.
  • Owned the development of systemic gameplay rules, resource economies, and player motivation models to support long-term engagement strategies.
  • Managed cross-disciplinary workflows, overseeing sprint planning, feature scoping, and iterative testing pipelines.
  • Established design frameworks and MVP testing protocols later adopted in freelance and contract projects.
Technologies: Unreal Engine 5, Gaea, Blender, Asana

Notable Projects

  • Player Island – Skyborne Legacy (2025): Designed a retention-driven hub with economy-oriented player flow, enhancing exposure to in-game commerce and increasing engagement. Authored a systemic analysis model to forecast the impact of new features on existing gameplay, enabling safer feature iteration and strategic decision-making.
  • King’s Gambit (PC, 2024): Owned end-to-end design of a key game region, including environment, characters, minions, and boss encounters and led the reverse-engineering and systemic recreation of core gameplay mechanics from reference titles.
  • Fortnite FPS Maps (Creative, 2023): Led the design and mentoring of competitive multiplayer maps, creating high-impact environments with optimized combat flow and replayability. Guided junior designers through core development stages, delivering multiple maps in a live, fast-paced environment. Authored competitive multiplayer maps with optimized combat flow and replayability.
  • Alpha Molds Prototype (2023): Directed the design vision and production workflow for a vertical-slice extraction shooter experience.

Core Competencies

Level Design • Worldbuilding • Open-World Environments • Systemic Design • Player Retention • Economy Flow • Blueprint Scripting • Unreal Engine 5 • Live-Service Games • Cross-Disciplinary Collaboration • Spatial Storytelling • Feature Ownership • Mentorship • F2P Monetization • Rapid Prototyping • UX Flow • Playtest-Driven Iteration

Technical Skills

  • Engines & Tools: Unreal Engine 5, Unity, Blueprint, Blender, Gaea, 3ds Max
  • Documentation & Management: Jira, Confluence, Notion, Asana, Miro
  • Languages: C++, C

Education

Bachelor’s in Game Development – FADERGS, Brazil
Relevant Coursework: Level Design, Game Programming, UX Design, Digital Product Marketing
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