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Game Designer — Data-Driven Systems & Gameplay

I design systems players discover on their own terms, then use data to make them better. 5+ years in game design across 2 shipped mobile titles, a graduation thesis, and 10+ student and jam projects across mobile, PC, and web. Statistics background — I iterate with spreadsheets, analytics, and evidence, not gut feel.

Selected Projects

5 curated pieces · 2 case studies + 3 showcase cards
Idle Cyberpunk City Clicker — Economy & Analytics Shipped · 2025

Built on lessons from Idle Kingdom Builder. Expanded the core loop with deep progression tiers and a reward-ad/IAP monetization layer. Instrumented Unity Analytics to snapshot player state at 4 milestones, identified economy bugs and a timer persistence defect, and shipped 3 targeted fixes in v1.70. 600+ organic downloads, 4.2/5 rating — zero marketing spend. Median session ~6 min, top 10% averaging 15+ min.

RoleDesigner & Developer (Solo)
EngineUnity 6
PlatformAndroid
Duration6 months
Economy Design Progression Tuning Unity Analytics AdMob / IAP Data-Driven Iteration
Idle Kingdom Builder — First Shipped Economy Shipped · 2024

My first published idle game. Designed the core loop and economy system from scratch, taking inspiration from Cookie Clicker's formulas and tuning them toward a slower, more deliberate pace. Shipped to Google Play with 800+ organic downloads. Strong early engagement, but without a proper analytics pipeline I couldn't identify where players dropped off — that gap directly motivated the analytics system I built for Cyberpunk City.

RoleDesigner & Developer (Solo)
EngineUnity 2022
PlatformAndroid
Duration6 months
Economy Design Progression Curves Monetization First Ship
Guardian's Falls — Wounds Graduation · 2023

2.5D Metroidvania built as a graduation project at PUC-SP. Started as game designer, but the role shifted to developer/producer as I took over programming core systems, parkour mechanics, and managing the art/sound pipeline. Led scope cuts to ship a playable vertical slice with a team of 6 under academic deadlines. Well received by the examining committee.

RoleDesigner → Developer / Producer
Team6
EngineUnity 2021
PlatformPC (itch.io)
Duration1 Year
Production Scope Management Systems Programming Parkour Mechanics Team Leadership
Beasts of Agony — Souls-like Boss Fight Game Jam · 9 days · 2023

Souls-like combat demo built for PUCJam 2023 (theme: "Sacred"). Designed and programmed the core fighting system — hitboxes, animation trees, life/death state, combat balancing. Won Best Art at PUCJam 2023 across all participating teams (seniors through newcomers) at PUC-SP.

RoleDesigner, Programmer & Producer
Team7
EngineUnity 2022
Duration9 Days
Combat Systems Game Jam Rapid Prototyping Award Winner
Operação Bagre Noturno — Stealth Action Comedy Game Jam · 2 weeks · 2024

Stealth-action game set in an alternate 2031 Brazil, inspired by Metal Gear Solid and Splinter Cell. Designed the level layout, core stealth/shooting mechanics, and the narrative — blending espionage with absurd comedy in a Brazilian geopolitical setting. Built for CtrlAltJam#3 with a team of 4.

RoleGame Designer, Producer & 3D Artist
Team4
EngineUnity 2023
Duration2 Weeks
Level Design Stealth Mechanics Narrative Design 3D Art

Additional Work — FoxTales Studios

Student studio · PUC-SP · 2020–2023 · Game Designer & 3D Artist
Coal dark fantasy metroidvania environment
Coal
Metroidvania · Unity · 2020
Dark Fantasy World Design, interconnected levels, lore.
Play on itch.io →
Maldição de Netuno
Action Rounds Shooter · Unity · 2022
Level layout, wave economy balancing, weapon tuning, 3D props.
Play on itch.io →
Nárkissos
First-Person Horror · Unity · 2021
Level design, puzzle design, 3D scenario modeling and textures.
Play on itch.io →
Riddles of the Sands
Open World Puzzle · Unity · 2021
Open world layout, puzzle progression system, documentation.
Mega-Racing
Platform Racing · Unity · 2021
Track layouts, obstacles and power-ups, playtesting, 3D props.
Technical Difficulties multiplayer party game
Technical Difficulties
Multiplayer Party Game · Unity · 2020
Core mechanics, social deduction balancing, loop refinement.
Play on itch.io →
Donkey Sonic retro platformer level
Donkey Sonic
Retro Platformer · Unity · 2020
Level layouts, enemy placement, gameplay balancing.

Case Study — Idle Cyberpunk City Clicker

220 tracked players · pre-1.70 build · 4 milestone snapshots
01 · Problem

Flying blind after the first game

Idle Kingdom Builder shipped with 800+ downloads and solid reviews, but no analytics pipeline — I had no idea where players dropped off or why. Cyberpunk City was growing steadily but had the same blind spot. I needed a system to see inside the player journey without breaking the budget.

02 · Process

Milestone-based analytics on a budget

Needed maximum data with minimum event sends (free Unity Analytics tier). Designed 4 snapshot events at 1K, 1M, 1B, and 1T credits — capturing buildings, upgrades, click/passive ratio, and time elapsed per player.

03 · Findings

Economy validates, bugs surface

Click-to-passive transition confirmed as designed. Found a tracking bug inflating clicker counts (variable naming mistake) and a timer persistence defect at higher milestones producing invalid data.

04 · Outcome

3 fixes shipped in v1.70

Corrected analytics instrumentation, adjusted passive upgrade multiplier from 5× to 3.5×, and added session persistence. Clean data incoming for before/after comparison in the next analysis cycle.

Interactive Analytics Dashboard · Built from real Unity Analytics data Open full screen →
05 · What I'd change next

Knowing what the data showed

The 1M → 1B funnel is the steepest drop (73%). That wall coincides with passive upgrade costs scaling faster than player earning power — the multiplier jump from mid-tier to late-tier buildings is too aggressive. Next iteration targets a smoother mid-game curve: reducing the passive upgrade cost multiplier from 5× to 3.5× (for passive) and 10× to 7× (for clicker).

I'd also rethink upgrade discoverability — 52% of players had zero upgrades at 1K, which means the UI isn't surfacing them early enough. A subtle prompt or visual cue when a player can afford their first upgrade could shift that ratio without being intrusive.

Case Study — Guardian's Falls

Team of 6 · 12 months · Scope management · Graduation thesis
01 · Problem

Ambition outpaced capacity

Month-1 design doc envisioned 4+ zones, 8 parkour mechanics, combo combat, skill trees, and layered narrative. Team of 6, no dedicated programmer, 12-month academic deadline.

02 · Process

Prototype fast, cut decisively

Built early prototypes with the full mechanic set. Tested which mechanics supported the core loop. Ran a structured beta with categorized feedback. Cut features that weren't pulling their weight.

03 · Solution

Ship what works, not everything

Delivered a focused demo across 3 zones with streamlined movement (sprint, slide, dash), dash-strike combat, and environmental storytelling. Linear progression that teaches mechanics through level design.

04 · Outcome

Demo shipped + 3 design principles I still use

Shipped a coherent vertical slice. Committee acknowledged design trade-offs. Every scope and iteration lesson here directly shaped how I built both idle games.

Scope Management

What We Envisioned vs. What Shipped

The original doc was ambitious by design — dream big, then scope down to what the team can ship well. I handled design, C# programming, and production. No dedicated programmer.

System Month 1 Vision What Shipped Status
Movement 8 mechanics: vault, slide, wall jump, grab/climb, swing, roll, sprint, free jump. Stamina system gating usage. Sprint, slide, dash. Stamina cut entirely — removing the resource gate made movement feel fast and expressive. Vault, wall jump, grab/climb prototyped but cut for clarity. Evolved
Combat 3-hit combo tree, slide attack, bounce attack, power punches, sprint attack Dash-into-enemy strike. Combos made players stop and chain punches; the dash-strike kept them flowing. Emerged from prototyping, not the original doc. Simplified
Zones 4+ zones (Moonlit Meadow, Bond Fracture, Jade Jungle, Innerlake) + Hub 3 zones shipped. Hub removed. Linear progression instead of branching. Simplified
Progression Skill tree, NPC quests, HUB, backtracking, left/right difficulty choice Linear progression through 3 zones. No skill tree or hub. Mechanical mastery is the progression. Cut
Narrative 4 cardinal guardians, trauma metaphor, intro cutscene, NPC dialogue, symbolic enemy design Environmental storytelling carries the narrative. No cutscene, no NPC dialogue. World-building embedded in level design. Evolved
Enemies 3 types per zone + mini-boss + final boss, thematically symbolic designs Generic enemy types. Focus shifted to making combat feel responsive rather than narratively themed. Simplified
Design Process

Mechanic Spotlight — Dash-Strike Combat

Core · Combat Evolved

Combat is movement

Instead of standing and executing combos, the player dashes into enemies to attack. The original doc specified a 3-hit combo tree and special attacks — early prototypes had these working, but they pulled the feel in the opposite direction of the movement system. The combos made players stop; the dash-strike kept them flowing.

Iteration: This wasn't in the original doc — it emerged from prototyping. Once we saw how the dash felt during traversal, applying that momentum to combat was a natural evolution. The combo system was cut, but the core idea was stronger than the original plan.
Reflection

What I Carried Forward

Scope is a design skill

The original doc had 8 movement mechanics. The shipped game has 3 — and they feel better. This mindset defined how I built both idle games: start with the minimum viable loop, not the maximum vision.

Test before you're ready

Even imperfect testing with non-expert players surfaces problems you can't see from the inside. Beta testers caught level navigation issues and control pain points we'd gone blind to.

Mechanics must talk to each other

The combo system fought the movement system. The dash-strike emerged because we prototyped both and noticed the conflict. Design documents are hypotheses; prototypes are experiments.

Design Documents

GDDs, QDDs, LDDs, and design tests — how I think on paper
QDD
QDD
Secrets Submerged — Genshin Impact Quest
Fan-made world quest for Fontaine. Full quest flow, NPC interactions, item design, progression steps, and reward balancing. Demonstrates narrative design and quest structure thinking.
View PDF →
LDD
LDD
Fire Dungeon — Level Design Document
Top-down dungeon level with hand-drawn room maps, enemy placement, boss encounters, objective flow, and challenge pacing.
View PDF →
GDD
GDD
Idle Cyberpunk City Clicker — Full GDD
Complete design document: core loop, economy system, progression tiers, monetization model, world-building lore, and analytics plan.
View PDF →
GDD
GDD
Idle Kingdom Builder — Full GDD
Economy system design, resource faucets/sinks, progression curves, ascension system, UI flow, and monetization strategy.
View PDF →
GDD
GDD
Operação Bagre Noturno — Full GDD
Stealth-action design: level layout, mechanics, narrative structure, scoring system, and world-building for an alternate-reality Brazil.
View PDF →
TEST
TEST
Quantum Cafe — Interview Design Test
Management sim GDD created for a studio interview. Budget breakdown, milestone timeline, career progression system, and economy design within scope constraints.
View PDF →
TEST
TEST
Jump Mechanic Level — Design Test GDD
Level design test: designed a new mechanic pushing the core jump to its limit, with progressive room-by-room difficulty and camera constraint solutions.
View PDF →
TEST
TEST
Jelly Morph: Shifty Speedway — Design Test GDD
Hypercasual mobile game design: core mechanics, competitive analysis, monetization strategy (ads/IAP), and UI wireframes.
View PDF →

About

Jhonnatan Barbosa portrait photo
Background

Game designer with a statistics background and a build-first, iterate-always approach. I bring a structured, evidence-based methodology to whatever design problem I'm facing — whether that's economy tuning, mechanics, levels, or narrative. 5+ years in game design across 2 shipped mobile titles, a graduation thesis, and 10+ student and jam projects. Currently based in São Paulo, Brazil.

Design philosophy I design systems players feel they discovered on their own — then use data to make sure they actually can. When players feel lost, that's not a badge of honor, it's data showing where the invisible guidance failed. Every design is a hypothesis. Build, ship, measure, improve.
Influences

That approach comes from studying how Valve teaches Portal's mechanics through play and guides Half-Life players with lighting and architecture instead of waypoints — invisible design validated by obsessive playtesting. Kojima's influence shows up in the ambition: trusting players with complex systems and meaningful choices, not dumbing things down, but making depth accessible through careful iteration.

Teaching

Outside of shipping games, I teach game development and design to kids and teens — 300+ students across three schools, adapting content for ages 8 through 17. It's the best training I've found for studio communication: if a 10-year-old can follow your explanation of a state machine, your spec will survive a cross-discipline review. It also means I can scope a lesson the same way I scope a milestone — break a complex system into deliverable chunks, test whether people actually understood, and adjust before moving on.

Design range

My core is systems and economy design, but I actively work across disciplines. The Genshin Impact quest doc demonstrates narrative and quest structure thinking, Bagre Noturno blends stealth mechanics with alternate-reality storytelling, and Cyberpunk City's atmospheric lore ties world-building to progression systems.

Looking for A systems or gameplay design role where I can combine hands-on design work with data analysis to shape player behavior — ideally at a mid-size to AAA studio working on PC/console titles. Open to remote or relocation.
Tools
Engines 
Unity 6 (Expert), UE5 (Blueprints/C++), Godot
Design 
GDDs, economy modeling, level design, quest design, playtesting
Data 
Unity Analytics, spreadsheet simulation, Python, R
Code 
C# (Advanced), C++, Python, SQL
Art 
Blender, Maya, ZBrush, Adobe Creative Suite
Languages 
Fluent English, Native Portuguese, Basic Spanish

Contact

Currently seeking a systems or gameplay design role · Open to remote or relocation

Idle Cyberpunk City Clicker

Shipped · 2025 Solo Project

An idle clicker set in a dystopian cyberpunk metropolis. Players earn credits to expand their city through passive income, active clicking, and deep progression tiers — all instrumented with real analytics.

600+
Organic Downloads
4.2/5
Play Store Rating
~6 min
Median Session
220
Tracked Players

Solo designed and developed from concept to launch. Built on lessons from Idle Kingdom Builder — expanded the core loop with deep progression tiers and a reward-ad/IAP monetization layer. Instrumented Unity Analytics to snapshot player state at 4 milestones, identified economy bugs and a timer persistence defect, and shipped 3 targeted fixes in v1.70.

4-Pillar Economy

Passive, Clicker, Offline, and Ascension buildings offer distinct progression paths — each mechanically nudges different playstyles.

Budget Analytics

Designed 4 snapshot events to maximize data under Unity Analytics' free tier. Captured buildings, upgrades, click/passive ratio, and time at each milestone.

Price Asymmetry

Clicker buildings scale at 1.65× vs passive at 1.25× — this mechanically drives the click-to-passive transition without explicit tutorialization.

Non-Intrusive Monetization

Reward ads are opt-in only; banner ads stay peripheral. Players praised: "non-intrusive ads, a lot of rewards and a clean UI."

The 1M → 1B funnel drops 73%. Mid-tier passive upgrade costs scale too aggressively — reducing the multiplier from 5× to 3.5× is the next iteration target. 52% of players had zero upgrades at 1K, meaning the UI isn't surfacing them early enough.

Economy DesignProgression TuningUnity AnalyticsAdMob / IAPData-Driven IterationIdle MechanicsPrestige SystemsMobile UX

Idle Kingdom Builder

Shipped · 2024 Solo Project

A medieval kingdom-building idle game. Players click to earn gold and build houses, farms, markets, and more — each generating passive income to expand the kingdom further.

800+
Organic Downloads
30%
D30 Retention
3–6×
Above Casual Avg
10
Building Types

Designed the core loop and economy system from scratch, taking inspiration from Cookie Clicker's formulas and tuning them toward a slower, more deliberate pace. 10 building types (House through Bank) with upgrade paths and a Royal Ascension prestige system. Implemented ad monetization with reward videos and banners.

Cookie Clicker as Foundation

Studied the exponential curves that make Cookie Clicker addictive, then slowed the pace — medieval theme calls for deliberate growth, not frantic clicking.

Royal Ascension

Prestige system resets progress for permanent bonuses. Gives long-term players a reason to restart and re-engage with the economy from a stronger position.

75 Achievements

Tiered achievement system (Common → Legendary) across buildings, upgrades, clicking, and GPS milestones. Drives micro-goals between major progression beats.

No Analytics — The Gap

Shipped without a data pipeline. Couldn't identify where players dropped off. This gap directly motivated the analytics system built for Cyberpunk City.

Add analytics from day one — even basic milestone events would have revealed progression bottlenecks early. The economy feels solid in the first hour but the mid-game pacing was never validated with real data. That lesson shaped everything about how I approached Cyberpunk City.

Economy DesignProgression CurvesMonetizationFirst ShipPrestige SystemsIdle Mechanics

Guardian's Falls — Wounds

Graduation · 2023 Team of 6

A 2.5D Metroidvania with parkour traversal and dash-strike combat. Built as a graduation thesis at PUC-SP — the project that taught me scope is a design skill.

6
Team Members
12 mo
Development Time
3
Zones Shipped
8→3
Mechanics Scoped

Started as game designer, shifted to developer/producer. Programmed core systems and parkour mechanics in C#. Managed the art/sound pipeline. Led scope cuts: original doc had 8 movement mechanics, 4+ zones, combo combat, and skill trees. Shipped a focused vertical slice with 3 mechanics, 3 zones, and dash-strike combat.

Dash-Strike Over Combos

The original 3-hit combo system stopped player flow. The dash-strike emerged from prototyping — combat became an extension of the movement system instead of fighting it.

Stamina Cut

Removing the stamina gate made movement fast and expressive. The resource system was fighting the core fantasy of fluid parkour traversal.

Linear Over Hub

Cut the hub and branching paths. Linear progression lets the level design teach mechanics sequentially — each zone introduces and tests a new skill.

Environmental Narrative

No cutscenes, no NPC dialogue. The world tells the story through level design and environmental details — the narrative survived the scope cuts by changing form.

Playtest earlier and more often. Beta testers caught navigation and control issues we'd gone blind to. I'd also set hard scope ceilings at month 1 instead of letting the dream doc grow unchecked before cutting — cut early, cut once.

ProductionScope ManagementSystems ProgrammingParkour MechanicsTeam LeadershipMetroidvania

Beasts of Agony

Game Jam · 9 days · 2023 Best Art — PUCJam 2023

A souls-like boss fight demo built in 9 days for PUCJam 2023. Theme: "Sacred." Designed and programmed the core fighting system from scratch with a team of 7.

7
Team Members
9
Days to Ship
🏆
Best Art Award

Designed and programmed the core fighting system — hitboxes, animation trees, life/death state machines, and combat balancing. Also handled production: scoped daily milestones across a 7-person team to ensure the boss fight was playable and polished by day 9.

One Boss, Done Well

Instead of multiple enemies with shallow behavior, focused all design effort on a single boss with readable tells, punish windows, and escalating phases.

Weight Over Speed

Animations prioritize impact and readability. Attacks have wind-up frames that telegraph intent — the souls-like contract of "fair but punishing."

Combat SystemsGame JamRapid PrototypingAward WinnerSouls-likeAnimation Systems

Operação Bagre Noturno

Game Jam · 2 weeks · 2024 Team of 4

A stealth-action game set in an alternate 2031 Brazil, blending Metal Gear Solid-inspired espionage with absurd Brazilian comedy. Built for CtrlAltJam#3.

4
Team Members
2 wk
Development Time
3
Roles Held

Game designer, producer, and 3D artist. Designed the level layout, core stealth and shooting mechanics, and wrote the narrative — blending espionage with absurd comedy in a Brazilian geopolitical setting. Created 3D environment assets and managed the production pipeline across a 4-person team under a 2-week deadline.

Stealth-First Loop

Detection triggers escalation, not instant failure. Players can fight their way out or retreat — keeping tension without frustration in a jam-scoped project.

Comedy as World-Building

The absurd alternate-reality Brazil setting lets the narrative carry weight without taking itself seriously — geopolitical satire through gameplay, not exposition.

Level DesignStealth MechanicsNarrative Design3D ArtGame JamProduction