Hi, I’m Alexis Badembach, a game designer with over a decade of experience building data-driven, player-centered gameplay systems. I specialize in UX and core loop design, turning feedback and telemetry into engaging experiences across genres and platforms. I’ve improved retention, monetization, and engagement through iterative design and KPI-driven decisions, collaborating with cross-functional teams—from art and engineering to UX/UI—to deliver memorable player journeys and scalable live operations.

Alexis Badembach

Hi, I’m Alexis Badembach, a game designer with over a decade of experience building data-driven, player-centered gameplay systems. I specialize in UX and core loop design, turning feedback and telemetry into engaging experiences across genres and platforms. I’ve improved retention, monetization, and engagement through iterative design and KPI-driven decisions, collaborating with cross-functional teams—from art and engineering to UX/UI—to deliver memorable player journeys and scalable live operations.

Available to hire

Hi, I’m Alexis Badembach, a game designer with over a decade of experience building data-driven, player-centered gameplay systems. I specialize in UX and core loop design, turning feedback and telemetry into engaging experiences across genres and platforms.

I’ve improved retention, monetization, and engagement through iterative design and KPI-driven decisions, collaborating with cross-functional teams—from art and engineering to UX/UI—to deliver memorable player journeys and scalable live operations.

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Language

Spanish; Castilian
Fluent
English
Advanced

Work Experience

Game Designer at CTT Productions
October 1, 2025 - October 1, 2025
External consultant focused on gameplay pacing and balance optimization. Built internal tools to streamline content iteration and balancing. Designed and refined new characters aligned with the game’s core mechanics. Provided design feedback on difficulty curves and feature balancing.
Game Designer at Gala
December 1, 2024 - December 1, 2024
Redesigned the main core loop for an extraction shooter. Balanced weapons and damage output in Unreal Engine 5 for Last Expedition. Tuned pacing and player stats in Unity for Treasure Tapper. Collaborated on crypto-economy design, balancing reward structures and token sinks. Improved DAU, ARPDAU, and retention through LiveOps and KPI analysis. Worked closely with the UI/UX team in Figma to enhance player flow and usability. Gained hands-on experience with blockchain-based game systems, NFTs, and player-driven value loops.
Game Designer at Globant
July 1, 2024 - July 1, 2024
Authored feature design documents for in-development projects and LiveOps titles. Designed and balanced gameplay systems aligned with performance metrics and KPIs. Created UX flows and wireframes in Figma for cross-discipline reviews. Implemented playable characters and stat systems in Unity for AEW: Figure Fighters, a title centered around NFT character ownership. Ensured AEW remained fully playable and balanced independently from NFT systems, maintaining full accessibility for all players.
Game Designer at Giant Monkey Robot
November 1, 2022 - November 1, 2022
Designed and documented key gameplay features and meta systems. Analyzed telemetry data to fine-tune balance and pacing for ongoing content. Developed internal tools to speed up iteration and testing cycles. Worked directly with clients on branded gameplay experiences. Contributed to Power Rangers: Legacy Wars, adjusting animation timings and Unity-based systems to enhance gameplay responsiveness.
Game Designer at Gamaga
January 1, 2020 - January 1, 2020
Led design for licensed IP projects, aligning gameplay with each brand’s tone and identity. Tuned mechanics to boost retention and monetization KPIs. Created presentations and pitches for major licensors and partners. Built internal tools to accelerate content production. Worked extensively in Unity using Cinemachine for Holly’s Home Design, implementing furniture placement and designing level and map layouts. Developed minigames and implemented characters for Cobra Kai and Operate Now titles in Unity. Designed levels for Red Crimes, focusing on layout flow and gameplay pacing.
Management Assistant at Gamaga
August 1, 2017 - August 1, 2017
Fostered a positive team culture through structured feedback loops. Supported administrative and financial operations.
Production Assistant at Gamaga
March 1, 2016 - March 1, 2016
Assisted in agile production planning and milestone tracking.
Quality Assurance at Gamaga
October 1, 2015 - October 1, 2015
Designed and executed test plans for live projects. Collaborated with designers to refine level layouts and difficulty curves.

Education

Software Engineering at Universidad Tecnológica de Chile
January 1, 2011 - January 1, 2018
English Language (C1) at Políglota
January 1, 2021 - November 11, 2025
UX/UI Design at Academia Desafío Latam
January 1, 2022 - November 11, 2025
Digital Animation at IPP
January 1, 2023 - January 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet