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INTRODUCING HUGO DS

Game Producer

Through my career on the video game industry of over 13 years of experience I have been able to work with great people on some awesome projects. Feel free to browse through my portfolio, and get in touch if you want to know more about me.

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SECRET NEIGHBOR ROBLOX

Roblox / Tiny Build / Amber /   - Roblox Web / Roblox mobile

Role: Producer

 

Product owner and main point of contact  responsible for all aspects of the game product, worked along with a 20+ members team.
Helped to create the Roblox vertical inside the studio on which they actually stand and prepare more talent while adding skins and avatar customizations into Roblox.
Delivered all milestones on time and exceeding client expectatives.
Game reached 1 Million visits while on its first week BETA. 
The team developed and reached a level of quality never seen before on both visual aesthetics and physics on the platform.

TETRIS BEAT

N3twork / Amber - IOS/Apple Arcade

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Role: Producer


Product owner and main point of contact and responsible for all aspects of the game product and game team.
Worked closely with the Head of Product Development, Head of Business Development, Head of Studios, and other cross-functional product teams within Amber to understand and deliver Amber strategic goals and product initiatives.
On this project we demonstrated to our clients and partners that our team was capable to achieve the Apple arcade standards by analyzing and studying different VFX concepts. Also on this project I helped to head hunt a great team from different areas of expertise which later were key for other amber projects.

TP LAND

Amber / Teleperformance - IOS / Android / PC

Role: Producer


Product owner and main point of contact and responsible for all aspects of the game product and game team.
Worked closely with the Head of Product Development, Head of Business Development, Head of Studios, and other cross-functional product teams within Amber to understand and deliver Amber strategic goals and product initiatives.
This was the first game made with resources only from Mexico´s studio. I helped to ensure the relationship with Teleperformance and was directly involved with our business development team on the planning.
Also we are proud because it was delivered on time and is daily played by thousands of Teleperformance new hires.

TOY BLITZ

Amber - IOS

Role: Producer


Product owner and main point of contact, responsible for all aspects of the game product and game team.
Worked closely with the Head of Product Development, Head of Business Development, Head of Studios, and other cross-functional product teams within Amber to understand and deliver Amber strategic goals and product initiatives.
This game also required a marketing campaign which aligned resources from  Romania and México, time zones were a constant challenge which help us understand how teams across many studios can come together.

SPEED LANE

Astrolol - IOS

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Role: Game Designer


A revamp on the Skyport formula but  with a great overhaul on mechanics and art.

  • Game mechanics

  • Internal economy

  • Dynamic

  • Aesthetics

  • UI/UX design

  • Progression

  • Testing

  • Quest Design

MONSTER POP DIARY

Astrolol - IOS

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Role: Game Designer

This was our second project at Astrolol, we learned a lot about the process of creating a concept from scratch and look for a niche in the market, also we tried to reformulate the triple-match game with a shooter twist.

  • Game Concept

  • Game Mechanics

  • Dynamics

  • Aesthetics

  • Documentation

  • Level Design

  • UI/UX design

  • Balance

  • Progression

SKYPORT

Digital Chocolate / Astrolol - IOS

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Role: Game Designer

My first project for smartphone and IOS, me and other associates founded Astrolol studio and then we carried on with the development of the game after Digital Chocolate filed chapter 11, we pour our souls on this project.

  • Game Core

  • Game mechanics

  • Dynamics

  • Aesthetics

  • Analysis 

  • Benchmarking

  • Progression

  • Monetization

  • Internal Economics​

  • UI/UX

  • Testing

  • Documentation

  • Quest Design

  • Look'n Feel

CAKE MANIA  MY STORY

Digital Chocolate - Cellphone / Java

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Role: Game Designer

My second videogame at Digital Chocolate was quite a challenge because I was already working at Crazy Penguins Freezeway which was delayed, this project came out as part of an studio merger negotiation and Digital Chocolate Mexico's studio took the challenge to develop it in record time which we did. 

  • Redesign

  • Porting

  • Game mechanic

  • Look'n Feel

  • Progression

  • Level Design

  • Testing 

  • Documentation

CRAZY PENGUINS FREEZEWAY

Digital Chocolate - Cellphone / Java

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This was my debut as a professional Game Designer and also a fire baptism, Crazy Penguins Freezeway was a doomed project which I helped to make it trough. The project was delayed, the team was highly demotivated and also the game designer which was in charge had left. Thanks to the team and a lot of effort we could deliver not one but 2 projects in the same week and that develop us to another level and let us try IOS projects.

  • UI/UX

  • Game mechanics

  • Game flow

  • Progression

  • Level Design

  • Testing

  • Documentation

Thank you for taking some of your time reading my story!

Hugo DS

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