I am a passionate and hardworking Technical Designer with experience working in both the AAA and the simulation industry. Originally from Puerto Rico, where I studied Electrical Engineering for three years; I moved to Orlando, Florida to study Game Design at the University of Central Florida. During this time, I received my Bachelors in Digital Media with a specialty in Game Design. Afterward, I worked for a STEM research lab, where I spearheaded multiple projects, culminating in a location-based mobile game which was installed in the Orlando Science Center. Afterward, I worked on my Masters in Interactive Entertainment at the Florida Interactive Entertainment Academy (FIEA) and graduated with a specialty in Technical Design. During this time, I completed an internship at Electronic Arts, which continued as a contract. My major contributions included writing a plethora of automation scripts in Python, staging background characters during cinematics and designing and creating new fireworks displays for new stadiums in the Madden 19 game. After my time at EA, I was hired at Shadow Health, where I used my skills as a Technical Designer to create new products for the virtual nursing education suite. After some time, I decided to dive back into the world of video games and moved to Dublin, Ireland to work at Vela Games on their Evercore Heroes project and then again moved to Guildford, England to work at DPS Games on Steel Hunters. In both cases, I was able to quickly adapt to the new projects and not only add my own input to the games but also create various tools to help rapidly develop new content but also create cohesive mechanics for the games, such as homogenizing Objectives in Evercore Heroes or creating a base character template for Steel Hunters. During the rework of Evercore Heroes to Evercore Heroes: Ascension, I was made the product lead for the flow team, designing the gameplay and implementation of the gameplay loop and Objectives.

Rodrigo Rojas-Ferrer

I am a passionate and hardworking Technical Designer with experience working in both the AAA and the simulation industry. Originally from Puerto Rico, where I studied Electrical Engineering for three years; I moved to Orlando, Florida to study Game Design at the University of Central Florida. During this time, I received my Bachelors in Digital Media with a specialty in Game Design. Afterward, I worked for a STEM research lab, where I spearheaded multiple projects, culminating in a location-based mobile game which was installed in the Orlando Science Center. Afterward, I worked on my Masters in Interactive Entertainment at the Florida Interactive Entertainment Academy (FIEA) and graduated with a specialty in Technical Design. During this time, I completed an internship at Electronic Arts, which continued as a contract. My major contributions included writing a plethora of automation scripts in Python, staging background characters during cinematics and designing and creating new fireworks displays for new stadiums in the Madden 19 game. After my time at EA, I was hired at Shadow Health, where I used my skills as a Technical Designer to create new products for the virtual nursing education suite. After some time, I decided to dive back into the world of video games and moved to Dublin, Ireland to work at Vela Games on their Evercore Heroes project and then again moved to Guildford, England to work at DPS Games on Steel Hunters. In both cases, I was able to quickly adapt to the new projects and not only add my own input to the games but also create various tools to help rapidly develop new content but also create cohesive mechanics for the games, such as homogenizing Objectives in Evercore Heroes or creating a base character template for Steel Hunters. During the rework of Evercore Heroes to Evercore Heroes: Ascension, I was made the product lead for the flow team, designing the gameplay and implementation of the gameplay loop and Objectives.

Available to hire

I am a passionate and hardworking Technical Designer with experience working in both the AAA and the simulation industry. Originally from Puerto Rico, where I studied Electrical Engineering for three years; I moved to Orlando, Florida to study Game Design at the University of Central Florida. During this time, I received my Bachelors in Digital Media with a specialty in Game Design. Afterward, I worked for a STEM research lab, where I spearheaded multiple projects, culminating in a location-based mobile game which was installed in the Orlando Science Center. Afterward, I worked on my Masters in Interactive Entertainment at the Florida Interactive Entertainment Academy (FIEA) and graduated with a specialty in Technical Design. During this time, I completed an internship at Electronic Arts, which continued as a contract. My major contributions included writing a plethora of automation scripts in Python, staging background characters during cinematics and designing and creating new fireworks displays for new stadiums in the Madden 19 game. After my time at EA, I was hired at Shadow Health, where I used my skills as a Technical Designer to create new products for the virtual nursing education suite. After some time, I decided to dive back into the world of video games and moved to Dublin, Ireland to work at Vela Games on their Evercore Heroes project and then again moved to Guildford, England to work at DPS Games on Steel Hunters. In both cases, I was able to quickly adapt to the new projects and not only add my own input to the games but also create various tools to help rapidly develop new content but also create cohesive mechanics for the games, such as homogenizing Objectives in Evercore Heroes or creating a base character template for Steel Hunters. During the rework of Evercore Heroes to Evercore Heroes: Ascension, I was made the product lead for the flow team, designing the gameplay and implementation of the gameplay loop and Objectives.

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Language

Spanish; Castilian
Fluent
English
Fluent
Portuguese
Beginner

Work Experience

Technical Designer & Product Lead at Vela Games
October 1, 2023 - September 9, 2025
Designed and created a robust character template with detailed documentation, using Blueprints to rapidly prototype and create new characters.
Technical Designer at GAMES - STEEL HUNTERS
October 1, 2023 - Present
Led and organized a team to create a new gameplay mode for Evercore Heroes: Ascension, delivering a quick vertical slice within weeks.
Technical Designer at Electronic Arts – Tiburon
June 1, 2018 - September 9, 2025
Wrote Python scripts to automate level and visual generation; created a logic prefab to streamline cinematic establishing shots; engineered a paper prototype for a new narrative-based gameplay mode.
Technical Game Designer at Shadow Health – Simulation Team
May 1, 2022 - September 9, 2025
Advocated for and led a major project upgrade to prevent depreciation of Concept Labs; revamped an old assignment type and added new functionality via C#, TextReplace, and Google Sheets; designed and developed new Diagnostic Reasoning and Women’s Health assignment types.
Technical Designer & Product Lead at Vela Games
October 1, 2023 - Present
Designed and created a robust character template with detailed documentation using Blueprints to rapidly prototype and create new characters; prototyped a new unannounced character from the ground up using data-driven information based on how players were engaging with the game; redesign and implementation of all gameplay modifiers for the Prophet character, leveraging playtesting to improve pick rate.
Technical Designer at Vela Games
October 1, 2023 - September 9, 2025
Created a Blueprint-based template system for all Objectives, enabling rapid iteration, creation and editing of Objectives in the game; redesigned in-game Objectives to reflect new design standards; led a team in creating a quick vertical slice game mode for Evercore Heroes: Ascension; participated in marketing efforts including voice-over work and streaming play sessions.
Technical Designer at Shadow Health – Simulation Team
May 1, 2022 - September 9, 2025
Advocated for and spearheaded a major project upgrade to prevent future depreciation of Concept Labs; revamped an old assignment type and added new functionality via C#, TextReplace and Google Sheets; designed and developed new Diagnostic Reasoning and Women’s Health care assignment types with subject matter experts.
Technical Designer at Electronic Arts (Tiburon)
June 1, 2018 - September 9, 2025
Wrote Python scripts to automate level and visual scripting; created a logic pre-fab to streamline cinematic establishing shots and set standards for subsequent shots; engineered a paper prototype for a new narrative-based gameplay mode.

Education

M.S. in Interactive Entertainment at University of Central Florida
January 11, 2030 - December 1, 2017
B.A. in Digital Media: Game Design at University of Central Florida
January 11, 2030 - December 1, 2014
Associates in Arts at Valencia College
January 11, 2030 - December 1, 2012
MS in Interactive Entertainment at University of Central Florida
January 11, 2030 - December 1, 2017
BA in Digital Media: Game Design at University of Central Florida
January 11, 2030 - December 1, 2014
Associate in Arts at Valencia College
January 11, 2030 - December 1, 2012

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet