I'm a passionate game designer with 10+ years of GameDev experience. Creating gameplay mechanics, cameras, game systems, combat design, and level design. I've already led a game design team with 7 designers and I am used to work with other teams, where I excel at communication and team integration.

Vinicius Curto

I'm a passionate game designer with 10+ years of GameDev experience. Creating gameplay mechanics, cameras, game systems, combat design, and level design. I've already led a game design team with 7 designers and I am used to work with other teams, where I excel at communication and team integration.

Available to hire

I’m a passionate game designer with 10+ years of GameDev experience.
Creating gameplay mechanics, cameras, game systems, combat design, and level design.

I’ve already led a game design team with 7 designers and I am used to work with other teams, where I excel at communication and team integration.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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Language

English
Advanced

Work Experience

Lead Game Designer at Nicktoons & The Dice of Destiny
July 1, 2025 - October 2, 2025
Led a team of 6 designers in Unreal Engine 5, focusing on moment gameplay. Directed Combat, Enemy, Boss and Level Design. Created documentation standards for all GDDs, defined player interactions and progression, and developed gameplay for 9 characters with 7 abilities each. Directed modular level development and designed the Main and Side Quests and overall game progression.
Game Designer and Level Designer at Miraculous Paris Under Siege
March 1, 2024 - October 2, 2025
Collaborated with the Lead Game Designer to establish core gameplay in GDDs. Created 5 full levels from scratch and prototyped their mechanics. Worked with programmers to refine movement, moves, and mechanics to align with the game’s vision.
Game Designer and Level Designer at Dreamworks Trolls Dream Remix Rescue
October 1, 2023 - October 2, 2025
Created 2 full levels from scratch, including mechanics such as Climb, Slide, Disappearing Platforms and Light Gravity. Fixed and improved level flow and player understanding. Designed and balanced dance and guitar hero mini-games.
Gameplay Programmer at The Path of Calydra
September 1, 2022 - October 2, 2025
In charge of the 3C's: Character, Camera and Control. Implemented all 16 playable character abilities and created a smooth third-person control camera.
Developer at Castlevania Symphony of the Night Fan-Remake
October 1, 2015 - October 2, 2025
Unreal Engine 4 project used to learn the engine. Added 3 interchangeable planes as a unique gimmick.
Lead Game Designer at Nicktoons & The Dice of Destiny
July 1, 2025 - October 2, 2025
Led a team of 6 designers in a Unreal Engine 5 project focusing on moment gameplay. Directed Combat, Enemy, Boss and Level Design. Set documentation standards for all GDDs and defined player interactions, controls, and overall progression. Developed gameplay for 9 characters, each with 7 abilities. Directed modular level development, designed Main and Side Quests and overall game progression.
Game Designer and Level Designer at Miraculous Paris Under Siege
March 1, 2024 - October 2, 2025
Worked with Lead Game Designer to establish core gameplay in GDDs. Created 5 full levels from scratch and prototyped their mechanics. Collaborated with programmers to refine movement, moves, and mechanics to align with vision and IP.
Game Designer and Level Designer at Dreamworks Trolls Dream Remix Rescue
October 1, 2023 - October 2, 2025
In Unreal Engine 4, created 2 full levels from scratch with mechanics such as Climb, Slide, Disappearing Platforms, and Light Gravity. Improved level flow and player understanding. Designed and balanced dance and guitar hero mini-games.
Gameplay Programmer at The Path of Calydra
September 1, 2022 - October 2, 2025
Unreal Engine 4 project. Responsible for Character, Camera and Control (3C's). Implemented all 16 playable character abilities and created a custom smooth third-person camera.
Developer at Castlevania Symphony of the Night Fan-Remake
October 1, 2015 - October 2, 2025
Unreal Engine 4 fan-remake of Castlevania Symphony of the Night. Added 3 interchangeable planes as a unique gimmick.
Lead Game Designer at Nicktoons & The Dice of Destiny
July 1, 2025 - October 2, 2025
Led a team of 6 designers, focusing on moment gameplay; directed combat, enemy, boss and level design; created documentation standards for GDDs; defined player-world interaction and overall progression; developed gameplay for 9 characters with 7 abilities; directed modular level development; designed main and side quests and overall game progression.
Game Designer and Level Designer at Miraculous Paris Under Siege
March 1, 2024 - October 2, 2025
Collaborated with the Lead Game Designer to establish core gameplay in the GDDs; created 5 full levels from scratch prototyping mechanics; refined movement and mechanics with programmers to align with the game’s vision and IP.
Game Designer and Level Designer at Dreamworks Trolls Dream Remix Rescue
October 1, 2023 - October 2, 2025
Created 2 full levels from scratch with mechanics including Climb, Slide, Disappearing Platforms and Light Gravity; improved level flow; designed and balanced dance and guitar hero mini-games.
Gameplay Programmer at The Path of Calydra
September 1, 2022 - October 2, 2025
In Unreal Engine 4; in charge of Character, Camera and Control (3C's); implemented 16 playable character abilities; created smooth third-person control camera.
Developer at Castlevania Symphony of the Night Fan-Remake
October 1, 2015 - October 2, 2025
Home Office project to learn Unreal Engine 4; added 3 interchangeable planes as a unique gimmick.

Education

Technologist Degree in Digital Game Development at Unisalesiano College
January 1, 2009 - January 1, 2011
Technologist Degree in Digital Game Development at Unisalesiano College
January 1, 2009 - January 1, 2011
Technologist Degree in Digital Game Development at Unisalesiano College
January 1, 2009 - January 1, 2011

Qualifications

Technologist Degree in Digital Game Development
January 1, 2009 - December 31, 2011

Industry Experience

Gaming, Software & Internet, Education, Computers & Electronics
    paper Nicktoons & The Dice of Destiny

    I worked on it from the Pitch and pre produtction with the Creative Director and one Producer, untill the Gold build delivered.​

    I was the head of Gameplay Feel, focused on moment to moment gameplay, creating the basic moves and 9 playable characters skills (7 skills for each character). I also set the base for the Game Progression.

    I worked closely with the programmers to ensure the moment to moment gameplay was working the way it was envisioned.

    I’ve was in contact with the publisher and IP owners to gather feedback. Listening, discussing and implementing their ideas in the best way possible.

    I Led a team of 6 desginers, where I supervised and directed:
    .Enemy Design
    .Boss Design
    .Level Design
    .Difficult Balance

    I created the documentation standards for all GDDs in the project.

    paper Miraculous: Paris Under Siege

    I worked on this project from pitch to release

    On pre-production worked closely with the Lead Game Designer to establish the base of the gameplay in the GDDs.

    On production I created 5 full levels from scratch and it’s mechanics.
    Intro World - Level 02
    Slide Mechanics​
    Long Pole Mechanics​

    Metro World - Levels 01/02/03​
    Portal Mechanics​
    Heavy use of Pipe Riding Mechanics

    Final World - Level 01​
    Water Hazards (Level along the River)​
    Used all the previous mechanics combined to make the players avoid the water when completing the platforming and battle challenges

    I also worked closely with the programmers to review the basic movement/moves and mechanics to make sure it made sense with our vision and the IP.

    paper The Path of Calydra

    I was the Lead Programmer in this project.
    Mainly in charge of the 3C’s (Character, Camera and Control).
    I Implemented all 16 playable character abilities.
    (Meele combat, 3rd person shooter magic combat, float, underwater movement…)

    I created a custom third-person control camera to suit the character abilities.
    Implemented Coyote Jump and Jump Buffering to improve platforming sections.

    Worked with game designers and the creative director to deliver a smooth fluid gameplay experience.

    paper DreamWorks Trolls Remix Rescue

    I created 2 full levels from scratch and it’s mechanics.

    ​​Rock World - Level 02
    Climb Mechanics​
    Slide Mechanics​

    Jazz World - Final Level
    Switching Walkable Plataform Mechanics​
    Slow Gravity Mechanic

    Helped with fixes on flow and player understanding of other levels as well.
    I also created and did the balancing on the dance and “guitar hero” mini-games.

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