๐Ÿ”’ This document is confidential and intended exclusively for Fateless Games. Candidate information should not be shared outside the hiring team.
Game Economy Designer ยท Candidate #02
Mateus Farias
Senior Technical Game Designer & Systems Specialist ยท 9+ Years ยท 4 Shipped Titles
Apple Arcade
Netflix
Live Service
Multi-Platform
PC ยท Console ยท Mobile
Psychology Background
๐Ÿ“ Location
Canada (BR Origin ยท Bahia)
โณ Availability
Immediately
๐Ÿ’ผ Experience
9+ Years
๐ŸŽฎ Shipped Titles
4 Titles
๐Ÿ•น๏ธ Game Genres
Action Roguelike ยท RPG ยท Strategy
๐Ÿ“ฑ Platforms
Mobile ยท PC ยท Console
๐Ÿ† Key Projects โ€” Ranked by Impact
๐Ÿฅ‡ Most Impactful
TMNT: Splintered Fate
Super Evil Megacorp ยท Paramount ยท Apple Arcade
1M+ Copies Sold Best App Award (Kidscreen 2024) Best Control Design (NAVGTR)
Cooperative action roguelike for Apple Arcade (2023), Nintendo Switch (2024), PC, PlayStation, Xbox (2025). 1 million+ copies sold. Mateus designed progression, replayability systems, and controlled randomness โ€” zero player complaints on economy balance, a rare signal for a shipped title.
๐Ÿฅˆ Strong Signal
Blood Line: A Rebel Moon Game
Super Evil Megacorp ยท Netflix
Best Netflix Game (Regional) Live Service Battle Pass Design
Owned menus, progression loops, and battle pass design from pre-production through live updates. Awarded Best Netflix Game in regional category with strong engagement metrics.
๐Ÿฅ‰ Career Signal
The Hand of Merlin
Room C Games ยท Zagreb, Croatia ยท Published by Versus Evil
Lead Designer Multi-Platform Release Turn-Based RPG
Promoted to Lead Designer within 3 years. Roguelite RPG shipped on PC (Early Access May 2021, Full Release June 2022), PS4/5, Xbox, Nintendo Switch. Used Steam player data and predictive models to iterate on replayability systems.
๐Ÿ“‹ Requirement vs. Candidate Match
๐Ÿ“Š
Job Description Requirements โ€” Comparative Analysis
RequirementWhat Fateless NeedsMateus's BackgroundMatch
Experience3+ years with economy/systems focus9+ years across indie, AA, and globally distributed teams. 3ร— the minimum requirement.โœ“ Exceeds
Gacha / Hero CollectorProven experience on a gacha RPG or hero collector titleHas not shipped a pure gacha/hero collector. Strong transferable fundamentals: TMNT (roguelike progression, controlled randomness), Rebel Moon (battle pass + retention loops). Psychology degree directly applicable to gacha behavioral design.โš  Transferable
Economy Design OwnershipDesign currencies, summoning, upgrade loops, faucets & sinksFull ownership of progression loops and economy systems at SEMC (4 years). Rebel Moon: battle pass design, economy tuning from pre-prod through live updates.โœ“ Strong
Simulation & ModelingForecast resource flow, run what-if scenariosAdvanced spreadsheet simulation. Builds predictive models for player progression, resource flow, economy stability. Used player data + predictive models at Room C Games to refine systems.โœ“ Strong
Data Analysis & KPIsMonitor resource inflation and progression via live dataStrong product collaboration at SEMC. KPI definition, goals alignment, analytics pipelines. Experience with custom analytics engines.โœ“ Strong
Google Sheets / ExcelAdvanced โ€” complex formulas, simulationsConfirmed advanced. Builds predictive models and simulation frameworks. Primary tool for all economy work.โœ“ Confirmed
UnityUnity experience preferredConfirmed. Experience with scripting and analytics pipelines. More technically grounded than most economy designers.โœ“ Confirmed
Analytics ToolsFirebase, Metaplay, etc. (nice to have)Experience with scripting and analytics pipelines, custom analytics engines. Specific tool names unconfirmed beyond Unity context.~ Good
Player PsychologyStrong intuition for gacha player psychology (implicit)Key differentiator. Formal Psychology degree applied to behavioral game design. Variable reward schedules, retention loops, player motivation โ€” these are academically grounded, not intuitive.โœ“ Rare Edge
Cross-Discipline CollabWork with Game Design, Product, Data AnalystsKnown for operationalizing abstract goals into practical systems. Strong product and engineering collaboration at SEMC over 4 years.โœ“ Strong
Live OpsExperience with live-operated games (nice to have)Rebel Moon: pre-production through live updates. Economy tuning and feature iteration in a live Netflix game confirmed.~ Good
Scripting (nice to have)C#, Python, or Apps ScriptExperience with scripting and analytics pipelines. Technically grounded โ€” likely comfortable with light scripting, but direct coding depth unconfirmed.~ Good
๐Ÿ—“๏ธ Career Timeline
๐Ÿ’ผ
Professional & Academic Experience โ€” Chronological
๐Ÿ’ผ Work experience๐ŸŽ“ Education
๐Ÿ’ผ 2014 โ€“ 2017
Early Career ยท Brazil
Narrative Intern โ†’ Game Designer
~3 years
Catnap Games Interlight Studio Josh Journey
๐Ÿ’ผ 2018 โ€“ 2021
Room C Games
Game Designer โ†’ Lead Designer (promoted <3 yrs)
~3 years
The Hand of Merlin Zagreb, Croatia Lead Designer
๐Ÿ’ผ 2021 โ€“ Jan 2026
Super Evil Megacorp
Senior Technical Game Designer
4+ years
TMNT: Splintered Fate Rebel Moon (Netflix) Remote ยท Global Team
๐Ÿง 
Behavioural Profile
Analytical RigorVery High
Cross-Cultural AdaptabilityVery High
Problem โ†’ Solution DriveHigh
Interpersonal AwarenessHigh
Ambiguity ToleranceWatch
โœ“ Fateless Culture Note: Mateus brings a high-agency profile, with strong ownership and the ability to make strategic decisions in fast-moving environments. He thrives when given autonomy and clear objectives, acting as a driver of alignment and momentum across teams. His direct and transparent communication style tends to elevate team maturity and decision clarity.
โญ
What Motivates Mateus
๐ŸŽฏ
Mastery & Specialization
Focused on long-term depth in systems & economy design โ€” not a generalist by choice.
๐Ÿ”—
End-to-End Ownership
Concept through validation. Prefers tight pod/squad models over siloed execution.
๐Ÿงฉ
Complex Challenges
Drawn to hard systems problems โ€” a from-scratch economy build is attractive, not risky.
๐Ÿš€
Long-Term Growth Context
Seeks environments where specialization deepens over time. Not looking for a lateral move.
๐Ÿ”‘ Alignment Signal
Fateless's from-scratch economy build gives Mateus exactly the ownership scope and complexity level he's optimized for. The global distributed team mirrors the environment he's thrived in at SEMC and Room C Games across three countries.
๐Ÿ’ฌ Interview Recommendations
๐ŸŽค
Suggested Interview Focus Areas
Technical: Gacha Fundamentals Depth
Ask him to design a pity system and summoning pool for a hero collector on the spot. "Walk us through the rate-up mechanics, floor guarantees, and pool dilution logic you'd propose โ€” and the assumptions behind each decision." Look for structured thinking, not perfect answers. His psychology background should shape the rationale.
Technical: Simulation Model Walk-Through
Ask him to share a real spreadsheet or simulation model he built. Specifically: how does he stress-test assumptions across F2P, low-spend, and whale segments? What variables does he control for and which does he leave as unknowns? This is where his strength should be very visible.
Behavioural: Psychology into Design Practice
"How does your Psychology background change the way you design reward loops versus someone without that training?" Look for specific behavioral concepts: variable ratio schedules, near-miss effects, social validation, loss aversion. If he speaks this language fluently and connects it to concrete design decisions, the gacha gap shrinks significantly.
๐Ÿ’ฐ
Compensation Overview
$70,000 โ€“ $100,000
USD ยท Annual ยท Remote
Monthly Equivalent
~$5,833 โ€“ $8,333/mo
Discussion Style
Candidate-first
MGB Fee (5% Annual)
$3,500 โ€“ $5,000
Recommendation: open the conversation around the $70โ€“80k floor and move up based on scope agreement. Candidate-first salary discussions are standard at Fateless.
๐Ÿง  MGB Recruiter Assessment
Why We're Recommending Mateus
Mateus brings a rare combination that goes beyond standard economy design credentials: 4 shipped titles, 4+ years of continuous delivery at a globally distributed studio, and a formal Psychology degree applied directly to behavioral game design. In a field where gacha and retention design are often learned through trial and error, someone who studied the underlying behavioral science academically and applies it professionally is structurally differentiated.
๐ŸŽฏ
Shipped title credibility with commercial validation: 1M+ copies sold on TMNT with zero player economy complaints, and Best Netflix Game for Rebel Moon โ€” these are documented, verifiable outcomes that demonstrate his ability to design systems that players accept and engage with over time.
๐Ÿง 
Psychology-grounded behavioral design: The skills that make gacha economies work โ€” variable reward schedules, pity mechanics, sunk cost dynamics โ€” are rooted in behavioral psychology. Mateus brings this as a trained framework, not pattern matching from previous titles. For a hero collector RPG, this is a direct structural advantage.
๐ŸŒ
Remote-first, globally distributed team experience: SEMC has operated as a fully remote global studio since before the pandemic. Mateus has navigated this environment for 4+ years โ€” Brazil to Croatia to Canada to the global SEMC team. Fateless's remote setup is already familiar terrain for him.
๐Ÿ“ˆ
For any area requiring specific gacha title depth, a structured 30-day onboarding plan focused on genre benchmarks will accelerate his ramp: studying Raid, Summoners War, and comparable titles through both player experience and data analysis is a well-defined process Mateus is built to execute quickly given his simulation skills and learning velocity.
Ready to move forward with Mateus?
We'll brief him on Fateless's context and ensure full alignment before any intro call.