My name is Alejandra Rosales, and I’m a Narrative Designer with over four years of experience crafting stories, systems, and player experiences for games such as Monopoly GO!, Tuscany Villa, and Crisol: Theater of Idols. I’m currently expanding my focus toward integrating narrative design with gameplay structure, particularly through Unreal Engine 5, level design, and data-informed storytelling.
In my previous roles, I’ve collaborated closely with writers, artists, and gameplay designers to build cohesive worlds and emotional arcs that enhance mechanics rather than compete with them. At Monopoly GO!, I worked with interdisciplinary teams across multiple time zones to align live event design, narrative goals, and monetization strategy. At Crisol: Theater of Idols, I designed narrative systems, item documentation, and quest flows that shaped both pacing and player immersion. These projects helped me develop a strong sense of narrative economy — how to communicate story through gameplay, level structure, and environmental cues.
Over the past year, I have been strengthening my expertise in Level Design through professional training and practical work in Unreal Engine. I completed CG Master Academy’s specialization in Level Design and I am currently pursuing Epic Games’ professional certificate in Game Design. These experiences have allowed me to design gameplay spaces, script interactions in Blueprints, and iterate based on player testing and data.
Beyond design work, my academic and professional background — from a Master’s in Screenwriting to years of freelance writing for Eurogamer Spain and GamesAtlas — has instilled in me a deep understanding of how worlds, systems, and mechanics can combine to create memorable player-driven stories. I believe this hybrid foundation of narrative and design will allow me to contribute unique value to your team’s vision.
Thanks to Monopoly GO! I’m very used to working with distributed teams across different time zones, adapting my schedule when needed and maintaining clear communication to keep collaboration smooth. This experience has helped me develop strong organizational skills and a high level of autonomy, allowing me to manage my work efficiently and meet deadlines in global, remote-friendly environments.
Please, find my complete resume here: Website not available. Sign in: https://www.twine.net/signup
As well as my web portfolio here: Website not available. Sign in: https://www.twine.net/signup
Thank you very much for your time and consideration. I’d be happy to discuss my experience in more detail.
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- Narrative design of the seasonal campagin theme and story along with the Content Design team.
- Crafting and designing the live events, mini-games, albums and vanity items.
- Design of overall narrative for the Album feature, as well as the content and narrative design of each pack and the stickers.
- Content and narrative design of the minigames within this campaign: Avengers Racers, Amazing Partners Event, and Guardians of the Galaxy Treasures Event.
- Content design of the vanity iteams (shields and tokens).
First brand collaboration within the Monopoly GO! universe with a seasonal campaign themed after Disney’s Marvel universe.
- Narrative design of the seasonal campaign theme and story, along with the Content Design team in collaboration with Disney stakeholders.
- Crafting and designing the live events, mini-games, albums and vanity items.
- Ownership of the Star Wars Album feature: overall narrative and content of each pack and stickers. Close collaboration with the Director of Content and the Art Directors to ensure narrative cohesion.
- Content and narrative design of the minigames within this campaign: ‘Pod Racers’, ‘Rebel Racers’, ‘Jedi’, ‘Star Wars’, ‘Hyperspace’ Partners Events, ‘Tatooine’, ‘Jawa’ and ‘Tusken’ Treasures.
- Content design of the vanity items (shields and tokens).
Second brand collaboration within the Monopoly GO! universe with a seasonal campaign themed after Disney’s Star Wars universe.
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