Daniel Muñoz Pérez
I'm Daniel Muñoz Pérez, a bilingual game designer and programmer with a degree in Digital Entertainment Design Engineering.
About
I’m Daniel Muñoz Pérez, a bilingual game designer and programmer with a degree in Digital Entertainment Design Engineering. I focus on creating engaging, well-balanced gameplay systems through iterative prototyping and playtesting. I thrive in agile production environments, with experience in cross-disciplinary collaboration, debugging, fine-tuning, and delivering consistent implementation quality. I’m known for clear communication, leadership, and a methodical yet creative approach to problem-solving.
I’m passionate about turning concepts into playable experiences and delivering MVPs that attract investment and delight players. In recent roles, I’ve led design documentation, roadmaps, and core-engine work, built end-to-end prototypes, and mentored teams to stay within scope and budget while delivering high-quality features.
- 4 years' experience
- Joined November 2025
Skills· 17
Languages
- Spanish; CastilianFluent
- EnglishFluent
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
Work experience· 4 roles
Advised clients on project scheduling, planning, marketing strategies, and game design documentation to ensure cohesive production pipelines. Developed end-to-end prototypes and MVPs for mobile and PC titles, translating ideas into playable, testable experiences. Built high-fidelity prototypes and MVPs for multiple platforms within constrained budgets.
Advised clients on project scheduling, planning, marketing strategies, and game design documentation to ensure cohesive production pipelines. Developed end-to-end prototypes and MVPs for mobile and PC titles; built a portfolio of 10+ delivered projects across idle, casual, card, simulation, RPG, and rhythm games. Strengthened client communication and requirements-gathering to align deliverables with creative goals. Created roadmaps and schedules for art and program teams; balanced scope, optimization, and budget constraints.
Led game design documentation and decision-making to craft a fun, commercially viable experience, with a focused vertical slice aimed at attracting investors. Created roadmaps and schedules for art and programming teams, effectively balancing scope, optimization, and limited budget constraints. Directed core game programming, personally implementing most of the vertical slice, and engineering innovative solutions for a hybrid rhythm-combat genre; also took on additional technical art responsibilities.
Certifications and awards
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