
INTRODUCING HUGO DS
Level Designer
With over 15 years of experience in the video game industry, I've had the opportunity to collaborate with incredibly talented people and contribute to a wide range of exciting projects. Feel free to explore my portfolio, and don't hesitate to get in touch if you'd like to learn more about my work or discuss potential opportunities.

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Star Wars Roguelike One
Fortnite / Star Wars / Teravision - UEFN
Role: Lead Level Designer
Led the Level Design team, defining the gameplay vision and overseeing the creation of a large-scale roguelike experience set in the Star Wars universe within Fortnite.
Introduced a collaborative level design pipeline that empowered Environment Artists to build gameplay-ready spaces under Level Design supervision, significantly increasing production speed without compromising gameplay quality.
Designed and directed the creation of modular combat rooms that expanded the scale and complexity typically seen in Fortnite roguelike experiences, resulting in greater gameplay variety and replayability.
Collaborated closely with Art, Engineering, Tech Art, and Design to ensure every room delivered engaging combat, clear player readability, and consistent performance within UEFN constraints.
Established design guidelines and review processes that maintained gameplay consistency across content created by multiple disciplines.
ORCS MUST DIE: BY THE BLADE
META Quest / Robot / Teravision - Meta Quest 3 / Meta Quest 3S
Role: Lead Level Designer
Led the Level Design team, driving the design vision and coordinating the implementation of gameplay across the project.
Helped establish a cross-disciplinary production pipeline that streamlined collaboration between Art, Tech Art, Engineering, Audio, and Design, reducing blockers and improving iteration speed.
Designed and implemented memorable levels featuring engaging combat spaces, environmental storytelling, puzzles, and player-driven exploration.
Pushed the technical limits of the Meta Quest platform by designing large-scale environments while meeting strict VR performance budgets through level streaming, occlusion culling, visibility optimization, and efficient encounter design.
Balanced combat encounters to create satisfying risk-versus-reward gameplay while maintaining smooth pacing throughout the player experience.
SECRET NEIGHBOR ROBLOX
Roblox / Tiny Build / Amber / - Roblox Web / Roblox mobile
Role: Producer
Served as the Product Owner and primary point of contact, overseeing all aspects of the game's development while leading a cross-functional team of 20+ developers.
Helped establish the studio's Roblox division, defining production processes, mentoring new talent, and laying the foundation for future Roblox projects.
Led the implementation of live-service content, including character skins, avatar customization systems, and monetization features aligned with the Roblox ecosystem.
Successfully delivered every milestone on schedule while consistently exceeding client expectations in quality and scope.
Contributed to the game's successful launch, reaching over 1 million visits during its first week in Beta.
Worked closely with the team to achieve a level of visual fidelity, polish, and physics simulation that set a new quality benchmark for Roblox experiences at the time.
TETRIS BEAT
N3twork / Amber - IOS/Apple Arcade
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Role: Producer
Served as the Product Owner and primary point of contact, owning the product vision and coordinating all aspects of development from pre-production through release.
Worked closely with the Head of Product Development, Head of Business Development, Head of Studios, and cross-functional teams across Amber to align project execution with the studio's strategic goals and product initiatives.
Partnered with the client to successfully deliver a premium music-puzzle experience that met the high technical, visual, and user experience standards required for Apple Arcade.
Led feature prioritization, milestone planning, stakeholder communication, and cross-disciplinary collaboration to ensure timely, high-quality deliveries.
Guided the team through extensive research and benchmarking of visual effects, gameplay feel, and presentation to achieve the level of polish expected on Apple Arcade.
Helped recruit and assemble a multidisciplinary team of highly skilled developers, artists, designers, and engineers whose expertise later became instrumental across multiple Amber projects.
Contributed to establishing production workflows and quality standards that strengthened Amber's relationship with premium publishing partners and demonstrated the studio's ability to deliver high-profile, platform-exclusive titles.
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.
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!







































