Ryan Alemania

Sr. Game Designer at MobilityWare
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Contact Information
us****@****om
(386) 825-5501
Location
Los Angeles Metropolitan Area

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Bio

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5.0

/5.0
/ Based on 2 ratings
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Andrew Brownell

I’m thankful for my time working with Ryan on Avatar at Boundless/FoxNext. Ryan is a thoughtful game designer who comes at problems with both humility and curiosity. On more than one occasion, Ryan impressed me with a well thought through, systemically developed solution to a complex problem at hand. Core to how Ryan approaches his work is a focus on gaining deep understanding of the problem, feature, goals, tradeoffs, audience, etc. by actively listening and asking succinct, deliberate questions. During our time as colleagues, I found Ryan to be generous with his time, professional, and super fun to collaborate with. I highly recommend Ryan, especially in roles where he can leverage his top tier system design skills, and I hope to work with him again someday soon.

LinkedIn User

Strong Systems Designers are extremely difficult to find and Ryan is one of the best I have managed. He's extremely good with breaking down complex problems to find a nice game balance. His spreadsheet & math skills are top notch and he would be a really valuable asset for any game company. Ryan is passionate and willing to put in any work necessary to get the job done (and done right). I'd work with him again in a second!

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Experience

    • United States
    • Computer Games
    • 100 - 200 Employee
    • Sr. Game Designer
      • Apr 2022 - Present

      • Designed a Dynamic Difficulty system for Solitaire Deals based on player performance, to deliver a consistent experience of challenge. • Collaborate with Analytics and Product to target lift KPIs. • Create various GDDs and work with UI/UX and Engineering teams through implementation. • Mentor Associate Designer. • Designed a Dynamic Difficulty system for Solitaire Deals based on player performance, to deliver a consistent experience of challenge. • Collaborate with Analytics and Product to target lift KPIs. • Create various GDDs and work with UI/UX and Engineering teams through implementation. • Mentor Associate Designer.

    • Computer Games
    • 1 - 100 Employee
    • Senior Game Designer
      • Sep 2021 - Apr 2022

      • Drive from concept to implementation: Crafting/Alchemy and Harvesting with Economy balance rules. • Rework Character Traits in conjunction to world lore and design goals. • Balance and Refine Stat design for Characters, Weapons and Gear progression, improving scalability and flexibility for balance testing and future implementation. • Collaborate with other teams and disciplines to establish themes based on Lore. • Lead and mentor designers throughout development. • Drive from concept to implementation: Crafting/Alchemy and Harvesting with Economy balance rules. • Rework Character Traits in conjunction to world lore and design goals. • Balance and Refine Stat design for Characters, Weapons and Gear progression, improving scalability and flexibility for balance testing and future implementation. • Collaborate with other teams and disciplines to establish themes based on Lore. • Lead and mentor designers throughout development.

    • United States
    • Entertainment Providers
    • 700 & Above Employee
    • Senior Game Designer
      • Jun 2020 - Sep 2021

      • Led economy restructure designed to fit targeted goals. • Provided insight to proposed changes and ideas for player progression. • Collaborated on TechTree feature, layout and progression designs. • Setup a new foundation for economy and hero progression. • Led economy restructure designed to fit targeted goals. • Provided insight to proposed changes and ideas for player progression. • Collaborated on TechTree feature, layout and progression designs. • Setup a new foundation for economy and hero progression.

    • Canada
    • Computer Games
    • 1 - 100 Employee
    • Senior Game Designer
      • Apr 2018 - Aug 2019

      • Led key changes through reviewing metric data, player feedback, and content experience resulting in record high player sentiment.• Trained and guided a new design team on content, features, balance and direction.• Designed new feature content enriching player longevity of engagement and provided insights to the product team on leveraging additional revenue streams.• Created new factions, content with extended longevity, engagement styles and mechanics.• Created the 'Fleet Commander' feature that incorporated existing content and natural gameplay by providing a long term investment reward.• Collaborated regularly with the Product Team and their goals, providing insight and solutions to meet their needs and targets.• Improved active user growth and player sentiment by acting on key points of game play found through researching analytics and metric data. Show less

    • Systems Designer
      • Dec 2016 - Apr 2018

      • Created a power guide for combat content (weapons, armors, ship performance, etc.)• Designed and documented new mechanics to add strategic options for combat, create additional engagement scenarios, enliven player activities resulting in many discussions on strategy.• Improved flow of gameplay and progression through metric analytic data.

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Lead Designer & Producer
      • Oct 2012 - Apr 2016

      As Lead Designer• Redesigned combat mechanics creating balance and providing infinite scale-ability to game play.• Designed a crafting system that had extensive use for nearly every material available to find in-game, giving meaning to nearly all items collected.• Created a PvP Tournament System that matched up players in teams based on class, and grouping, which set them against one another in an objective driven conflict, to attack or defense key points which altered how to proceed.• Dynamically designed dungeons that react based on player activity within, altering sub-goals and strategies in subtle ways, to keep them engaged.As Producer• Coordinated the Steam Launch for ROSE Online, and Metal Assault.• Doubled player attendance and revenue from new design features and updating existing designs.• Created strategies for new player acquisition, and retention & engagement of existing players.• Bridged communication gaps between Customer Support, Development and Live Op issues. Show less

    • World, Content & Game Designer
      • May 2008 - Apr 2016

      • Design and implement new quest content, for monthly and annual events.• Annual event quests were modular in design, and updated annually.• Design dynamic events that provide longevity to repetitive gameplay.• Design features that increased retention for new and existing players.• Oversaw and created assets for world map from concept to completion.

    • Customer Service Manager
      • Dec 2004 - May 2008

      • Managed the Customer Service team, resolving hundreds of daily tickets.• Created and updated service policies, ensuring current policies over the titles evolution.

    • Customer Service Agent
      • Aug 2003 - Dec 2004

      • Resolved customer requests and troubleshooted technical and account related issues.• Investigated/confirmed in game exploits thru diligent player activity monitoring.

Education

  • Platt College
    Associates Degree, Graphic Design & Multimedia
    2000 - 2002

Community

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