Vinicius Curto

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.

About

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.

  • Joined October 2025

Industry experience

  • Gaming
  • Software & Internet
  • Education
  • Computers & Electronics

Projects · 4

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.

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.

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.

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.

Work experience· 15 roles

Lead Game Designer · Nicktoons & The Dice of DestinyJul 2025 – Oct 2025 · 4 mos

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.

Lead Game Designer · Nicktoons & The Dice of DestinyJul 2025 – Oct 2025 · 4 mos

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.

Lead Game Designer · Nicktoons & The Dice of DestinyJul 2025 – Oct 2025 · 4 mos

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 · Miraculous Paris Under SiegeMar 2024 – Oct 2025 · 1 yr 8 mos
Game Designer and Level Designer · Miraculous Paris Under SiegeMar 2024 – Oct 2025 · 1 yr 8 mos
Game Designer and Level Designer · Miraculous Paris Under SiegeMar 2024 – Oct 2025 · 1 yr 8 mos
Game Designer and Level Designer · Dreamworks Trolls Dream Remix RescueOct 2023 – Oct 2025 · 2 yrs 1 mo
Game Designer and Level Designer · Dreamworks Trolls Dream Remix RescueOct 2023 – Oct 2025 · 2 yrs 1 mo

Education

Technologist Degree in Digital Game Development · Unisalesiano College2009 – 2011
Technologist Degree in Digital Game Development · Unisalesiano College2009 – 2011
Technologist Degree in Digital Game Development · Unisalesiano College2009 – 2011

Certifications and awards

Technologist Degree in Digital Game Development2009 – 2011

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