Open to Mid-Level Game Design roles · Remote or relocation

Eduardo Martini Mobile Game Designer

I design and develop mobile games with a focus on data-driven design, fast iterations and early user validation, using AI tools to prototype, develop and deploy faster.

  • 4+ years in mobile games
  • Co-founder & sole game designer, From Beyond Game Studio
  • Unity / C# gameplay implementation

Selected work

Case studies: Lucky Clash

Two deep dives into how I diagnose problems, test ideas with real players and make design decisions with their trade-offs. Mobile asynchronous PvP auto-battler · Android · Unity / C#.

01Player Experience · FTUE · Data-Driven Design

Improving FTUE & Player Retention Through Data-Driven Design

Identifying premature stopping points in Lucky Clash's onboarding, iterating on the early-game experience, and redesigning the transition into its core gameplay.

  • 49% → 68%Vertical-slice completion (+19 pp)
  • +32%Day-1 retention, relative
  • ~12FTUE market-test iterations

Earlier tested versions · new onboarding in developmentRead case study

02Gameplay Design · Prototyping · Player Research

From Prototypes to Product: Designing Lucky Clash's Core Gameplay

How I combined rapid HTML5 experiments, player behavior analysis, and production constraints to define the direction of a mobile strategy game.

  • 11Documented gameplay configurations
  • 500Players per Poki test run
  • 24Quantitative test runs

HTML5 prototype testsRead case study

Approach

How I work

Small team, real players, short loops. Evidence decides what deserves production time.

  1. 01

    Diagnose with data

    Progression funnels, gameplay KPIs and retention data show where players stop. I separate transition problems from gameplay problems before deciding what to fix.

  2. 02

    Iterate fast

    About 12 FTUE market-test iterations on Lucky Clash, across onboarding, early rewards, stage pacing, storytelling and presentation.

  3. 03

    Validate early

    Lightweight HTML5 prototypes and 500-player test runs compared gameplay directions before committing production to one core.

  4. 04

    Build with AI tools

    I use AI tools for fast prototyping, development and deployment, so more ideas reach real players sooner.

About

Game designer who builds what he designs

I'm a game designer and Unity developer with 4+ years of hands-on mobile game development, from system ideation and rapid prototyping to Unity/C# implementation and iteration.

As co-founder and sole game designer at From Beyond Game Studio, I lead gameplay and systems design for Lucky Clash, an asynchronous PvP auto-battler with grid-based combat and strategic team composition. I specialize in combat, character abilities, progression, game balancing and asynchronous PvP, and I use gameplay analytics, KPIs and market testing to guide decisions that improve engagement and retention.

  • Work authorizationEU work authorization, no visa sponsorship required
  • AvailabilityRemote or relocation
  • LanguagesPortuguese (native) · English (fluent)
  • EducationB.Sc. Mechanical Engineering, Centro Universitário FEI

Skills & tools

Game design

  • Gameplay & Systems Design
  • Combat & Ability Design
  • Character / Roster Design
  • Game Balancing
  • Progression & Reward Systems
  • Dynamic Difficulty Adjustment
  • Asynchronous PvP Matchmaking

Development

  • Unity
  • C#
  • Gameplay Programming
  • Mobile Game Development
  • Android
  • Firebase
  • GameAnalytics

Analytics & delivery

  • Gameplay KPIs
  • Retention & Funnel Analysis
  • FTUE / Player Onboarding
  • Rapid Prototyping
  • Playtesting
  • Data-Driven Iteration
  • Excel
  • AI-Assisted Prototyping

Experience

Where I've been designing

  1. Aug 2022 — Present

    Co-Founder & Game Designer (Unity/C#)

    From Beyond Game Studio · Lucky Clash

    • Co-founded a mobile game studio and led hands-on gameplay and systems design for Lucky Clash, an asynchronous PvP auto-battler with grid-based combat and strategic team composition.
    • Designed the creature roster, combat roles, character abilities and unique mechanics; balanced team synergy buffs and character merging, evolution and progression systems.
    • Developed dynamic encounter difficulty balancing for challenging yet achievable fights, emphasizing close-call victories and engaging match pacing.
    • Designed asynchronous PvP matchmaking using cloud-saved teams from real players of similar levels, adapting opponent selection to recent results.
    • Established and monitored gameplay KPIs; analyzed retention funnels and player feedback to find early-stage drop-off and prioritize design work.
    • Led ~12 market-test iterations across onboarding, initial rewards, first-stage pacing, storytelling and setting: vertical-slice completion 49% → 68% (+19 pp) and D1 retention +32% (relative).

Contact

Let's design the next one together.

Open to Mid-Level Game Designer roles in Systems, Gameplay and Technical Game Design, remote or with relocation.