Damian Amione

LEAD GAME DESIGNER

Award-Winning Lead Game Designer | EVA 2023 Best Game Design

I’m Damián and I’ve been a Game Designer for over 8 years, helping teams bring great ideas to life, from small indie projects to full studio releases across Mobile, PC, and VR.

My passion is turning core concepts into clear, fun, and memorable player experiences. I focus on the big-picture macro design, setting up the core systems, game direction and tone from day one, and then working alongside the team to see it through to release.

Whether it’s tackling a complex VR world or designing a simple, satisfying puzzle, my approach is always collaborative and grounded in delivering quality.

ABOUT ME

I’m Damián, a Game Designer since 2017—8 years deep in an endless loop of making games, and I wouldn’t have it any other way.

I started on the indie side, co-founding a two-person team where execution was key. That meant doing close to everything—from the initial concept, design docs, art, animation, and UI, you name it I have done it. This experience ingrained in me the core belief that ideas come easy, but implementation is hard, and that the best designs always come from truly understanding the entire pipeline.

Later, I stepped into a Lead Game Designer role at a studio. Here, my focus shifted to Macro Design and Vision Alignment, guiding cross-functional teams and designers to ensure projects evolved with coherence and, most importantly, delivered the expected Game Feel to players.

Today, I look forward to working with teams that value collaborative feedback and enjoy the entire process, believing that every individual, regardless of role, is a contributor to the game’s final quality.

ABOUT ME

I’m Damián, a Game Designer since 2017—8 years deep in an endless loop of making games, and I wouldn’t have it any other way.

I started on the indie side, co-founding a two-person team where execution was key. That meant doing close to everything—from the initial concept, design docs, art, animation, and UI, you name it I have done it. This experience ingrained in me the core belief that ideas come easy, but implementation is hard, and that the best designs always come from truly understanding the entire pipeline.

Later, I stepped into a Lead Game Designer role at a studio. Here, my focus shifted to Macro Design and Vision Alignment, guiding cross-functional teams and designers to ensure projects evolved with coherence and, most importantly, delivered the expected Game Feel to players.

Today, I look forward to working with teams that value collaborative feedback and enjoy the entire process, believing that every individual, regardless of role, is a contributor to the game’s final quality.

LEAD GAME DESIGNER

2022 – 2025

GOBLINS HEALER | VR FANTASY

Lead Game Designer | December 2022 – November 2025

PROJECT HIGHLIGHTS:

  • Award-Winning Design: Project recognized as Best Game Design at EVA 2023, validating the strength of the core vision and systems established during pre-production.

  • VR Macro Design & Vision: Led the design process for the entire game, successfully translating the complex classic Healer MMORPG/D&D experience into an immersive, player-friendly VR format.

  • System Architecture: Architected the base of the game, defining all primary systems, core mechanics, and features. Established the core design pillars during the critical prototype and pre-production stages to ensure a strong, unique market identity.

  • Scope & Delivery: Oversaw initial Level Design implementation and guided the project through a pivotal pre-production phase, culminating in the successful securing of major publisher/investor funding based on the strength of the design documentation and prototype state.

  • Specialized Expertise: Gained deep professional knowledge in VR-specific Game Design, successfully navigating the unique challenges of immersive platforms regarding player comfort, interaction, and feel—prioritizing Game Feel as the ultimate quality standard.

GOBLINS HEALER | VR FANTASY

Lead Game Designer | December 2022 – November 2025

PROJECT HIGHLIGHTS:

  • Award-Winning Design: Project recognized as Best Game Design at EVA 2023, validating the strength of the core vision and systems established during pre-production.

  • VR Macro Design & Vision: Led the design process for the entire game, successfully translating the complex classic Healer MMORPG/D&D experience into an immersive, player-friendly VR format.

  • System Architecture: Architected the base of the game, defining all primary systems, core mechanics, and features. Established the core design pillars during the critical prototype and pre-production stages to ensure a strong, unique market identity.

  • Scope & Delivery: Oversaw initial Level Design implementation and guided the project through a pivotal pre-production phase, culminating in the successful securing of major publisher/investor funding based on the strength of the design documentation and prototype state.

  • Specialized Expertise: Gained deep professional knowledge in VR-specific Game Design, successfully navigating the unique challenges of immersive platforms regarding player comfort, interaction, and feel—prioritizing Game Feel as the ultimate quality standard.

GAME AND LEVEL DESIGNER

2021 – 2022

WARPARK | TANK BATTLE ARENA

Game Designer / Embedded Liaison

PROJECT HIGHLIGHTS:

  • Cross-Studio Liaison: Served as the dedicated Lead Designer and primary link between the Error 404 team (myself) and the external client’s design team, ensuring vision cohesion and streamlined feedback loops.

  • Systems Deep Dive: Joined the project after the initial prototype to focus on systems depth and content extension. Developed and implemented additional core systems, features, and complex game modes designed to enhance the existing fast-paced tank combat and strategy.

  • Versatile Execution: Delivered a blend of high-level systems design, detailed content creation, and focused Level Design contributions required to move the project through its rapid development cycle.

  • Implementation Focus: Worked to take an existing, tight gameplay prototype and successfully build scalable content and mechanics upon it, prioritizing Game Feel and strategic player agency.

WARPARK | TANK BATTLE ARENA

Game Designer / Embedded Liaison

PROJECT HIGHLIGHTS:

  • Cross-Studio Liaison: Served as the dedicated Lead Designer and primary link between the Error 404 team (myself) and the external client’s design team, ensuring vision cohesion and streamlined feedback loops.

  • Systems Deep Dive: Joined the project after the initial prototype to focus on systems depth and content extension. Developed and implemented additional core systems, features, and complex game modes designed to enhance the existing fast-paced tank combat and strategy.

  • Versatile Execution: Delivered a blend of high-level systems design, detailed content creation, and focused Level Design contributions required to move the project through its rapid development cycle.

  • Implementation Focus: Worked to take an existing, tight gameplay prototype and successfully build scalable content and mechanics upon it, prioritizing Game Feel and strategic player agency.

GAME AND LEVEL DESIGNER

2018 – 2019

COLLAPSE | MINIMALIST PUZZLE GAME (INDIE RELEASE)

Lead Game Designer & Content Architect | Released 2018 (iOS/Android)

PROJECT HIGHLIGHTS:

  • Content Architecture & Execution: Led the end-to-end design and content pipeline, creating and shipping 70 unique, shippable levels at launch for a demanding minimalist puzzle format.

  • Full-Stack Design Ownership: Served as the designer and 2D artist/UI specialist for the small, agile team, controlling the visual style and UX framework.

  • Team & Collaboration: Managed and collaborated closely with the programmer and audio specialist, successfully driving the project from concept to release, prioritizing Game Feel and systems quality.

COLLAPSE | MINIMALIST PUZZLE GAME (INDIE RELEASE)

Lead Game Designer & Content Architect | Released 2018 (iOS/Android)

PROJECT HIGHLIGHTS:

  • Content Architecture & Execution: Led the end-to-end design and content pipeline, creating and shipping 70 unique, shippable levels at launch for a demanding minimalist puzzle format.

  • Full-Stack Design Ownership: Served as the designer and 2D artist/UI specialist for the small, agile team, controlling the visual style and UX framework.

  • Team & Collaboration: Managed and collaborated closely with the programmer and audio specialist, successfully driving the project from concept to release, prioritizing Game Feel and systems quality.

GAME DESIGNER, LEVEL DESIGNER AND 2D ARTIST

2017 – 2018

GRAPEYS ADVENTURE | VERTICAL PLATFORMER (FOUNDATIONAL PROJECT)

Game Designer / Full-Stack Contributor | Released 2018 (Mobile)

PROJECT HIGHLIGHTS:

  • Foundational Delivery: The first non-academic, fully released title, setting the foundation for future commercial work and demonstrating the desire to see a project through to launch.

  • Critical Scope Management: Successfully pivoted initial plans for 100 levels down to 20 shippable levels, a crucial early experience in how to set a realistic scope and delivering an MVP (Minimum Viable Product).

  • Full-Stack Execution: Served as the designer and primary content creator, gaining hands-on experience in cutout animation, 2D art, and engine implementation (Godot). This cemented the understanding that implementation is hard and requires broad technical skills.

  • Design Focus: A mobile platformer designed to evoke the Game Feel and challenging mechanics of old-school classics, directly informing later work on core design pillars and player satisfaction.

GRAPEYS ADVENTURE | VERTICAL PLATFORMER (FOUNDATIONAL PROJECT)

Game Designer / Full-Stack Contributor | Released 2018 (Mobile)

PROJECT HIGHLIGHTS:

  • Foundational Delivery: The first non-academic, fully released title, setting the foundation for future commercial work and demonstrating the desire to see a project through to launch.

  • Critical Scope Management: Successfully pivoted initial plans for 100 levels down to 20 shippable levels, a crucial early experience in how to set a realistic scope and delivering an MVP (Minimum Viable Product).

  • Full-Stack Execution: Served as the designer and primary content creator, gaining hands-on experience in cutout animation, 2D art, and engine implementation (Godot). This cemented the understanding that implementation is hard and requires broad technical skills.

  • Design Focus: A mobile platformer designed to evoke the Game Feel and challenging mechanics of old-school classics, directly informing later work on core design pillars and player satisfaction.