operator: adriano_valle_hernandez
limited

Consulting

Game design & gameplay engineering for teams who want to ship something players feel.

StatusAvailable
Based InBrooklyn, NY
Since2017

I help studios build gameplay that hits — loops that feel inevitable, levels that breathe, systems that want to be mastered, and prototypes that get people saying: "…oh wait, that's actually fun."

  • Gameplay systems design + implementation
  • Rapid prototyping & feature development
  • Level / encounter / progression systems
  • Game-feel, feedback loops, and juice
  • Technical + narrative integration
  • Scope and Feasibility solutions
  • Cross-functional collaboration that unlocks velocity

Prototype Sprint

Turn a concept into a playable experience you can test, pitch, or iterate on.

  • Two–four weeks
  • Fast builds, tight feedback loop, show-don't-tell
  • Ideal for feature exploration and investor-/publisher-ready proof of fun

Typically starts around the low five figures, depending on complexity.

Design Audit

A deep, tactical analysis of your game's systems and player experience — resistances, opportunities, and practical next steps.

  • Playtest + document review
  • Written findings with prioritized recommendations
  • Optional live walkthrough / implementation support

Most teams invest between $1K–$3K for an actionable report and call.

Fractional Support

Ongoing collaboration for studios that need a senior hybrid designer/engineer without a full-time hire.

  • Weekly or monthly retainers
  • Feature ownership + prototyping + gameplay iteration
  • Embedded with team or independent parallel work

Scoped monthly — typically 20–60 hours per cycle.

Real talk: games vary wildly in scope and messiness. Think of these as ballpark orbits — I'll shape scope around your goals before anyone touches a line of code.

I've shipped indie titles, worked inside a scaled studio environment, and embedded with hybrid cross-disciplinary teams. I know how to lead, how to support, and how to not step on toes.

Player-first thinkingEvery idea goes through the "why does the player care?" filter
Bias toward actionThere is always something useful to build today
Constructive design critiqueDesign critique is constructive and aligned
Prototype early, iterate oftenPlaytest sooner than feels comfortable
Documentation that doesn't suckClear, digestible, and actually used
Peloton Interactivepast client
Remote Control Technologypast client
Juncture Mediapast client
ESC Gamespast client
Mogul Mommiespast client
Beat the Bombpast client

Every game has "a thing" — the heartbeat, the loop, the secret reason players stay. My whole job is helping teams find that thing and build around it. Let's make something players remember.