๐ This document is confidential and intended exclusively for Fateless Games. Candidate information should not be shared outside the hiring team.
๐ Key Projects โ Ranked by Impact
๐ฅ Most Impactful
Looney Tunes: World of Mayhem
Aquiris Game Studio ยท Scopely (Publisher) ยท Hero Collector ยท Turn-Based RPG ยท Mobile F2P ยท Live Service
Live Economy Reset
Battle Pass Design
A/B Testing (D0โD3)
Idle Reward System
Scopely Partnership
Led core systems and game economy work for a live hero collector RPG, contributing across feature design, economy balancing, and monetization. Key initiatives: large-scale currency rebalance (migrating player balances in a live product without disruption), battle pass implementation, and a full idle reward system built from the ground up. Actively ran A/B tests on early-game progression (D0โD3), improving player onboarding and engagement loops. Proactively identified a live over-rewarding risk and built a 6-month forecast report before it materialized.
๐ฅ Multi-Project Portfolio
Hermit Crab Portfolio
Hermit Crab Game Studio ยท Principal Game Designer & Game Director ยท Jul 2022 โ Jul 2025 ยท Mobile / Web3 / Licensed IPs
Heroes of Metaverse
Barcelona Freestyle
Web3 ยท NFT Ecosystem
Card Collector ยท Mobile F2P
GDC 2024 Speaker
Operating across multiple simultaneous titles as Principal Designer and Game Director, Leonardo defined design processes and economy frameworks adapted to diverse business models โ Web3, licensed IPs, and mobile F2P. Heroes of Metaverse (Action Auto-Shooter ยท Web3): contributed to progression, monetization logic, and player incentives within a blockchain-driven ecosystem. Barcelona Freestyle (Card Collector ยท Licensed IP): designed progression systems, player incentives, and monetization structure for a collectible card experience tied to a major sports IP. Portfolio also spans licensed IPs including Manchester City, Warner Music, and the Brazilian Olympic Committee. Represented Hermit Crab at GDC 2024 speaking on monetization and game economics.
๐ฅ Web3 Economy Signal
Rumble Kong League
Licensed IP ยท Arcade Sports Game ยท NFT Ecosystem ยท Mobile / Web ยท Live Ops
NFT Ownership
Digital Economy Design
Player-Driven Assets
Arcade Sports
Contributed to system design and digital economy strategies for a sports title integrating NFT ownership and player-driven assets. Focused on aligning gameplay loops with monetization and digital ownership mechanics โ a context that required translating traditional economy design principles into a decentralized asset model, demonstrating Leonardo's adaptability across emerging monetization paradigms.
๐ Hermit Crab Context โ Breadth at Principal Level: As Principal Game Designer / Game Director, Leonardo was not limited to a single title โ he operated across multiple projects simultaneously, defining design processes, establishing economy frameworks, and supporting multiple licensed IPs (Barcelona FC, Manchester City, Warner Music, Brazilian Olympic Committee). This breadth reinforces his profile as a systems and economy specialist capable of adapting across different genres, business models, and production contexts.
๐ Requirement vs. Candidate Match
๐
Job Description Requirements โ Comparative Analysis
| Requirement | What Fateless Needs | Leonardo's Background | Match |
| Experience | 3+ years with economy/systems focus | ~15 years in game development since 2009. 5ร the minimum requirement. | โ Exceeds |
| Gacha / Hero Collector | Proven experience on a gacha RPG or hero collector | Led full economy redesign for Looney Tunes: World of Mayhem โ a live hero collector RPG. Designed battle passes, reward structures, and resource balancing loops in a direct gacha context. | โ Strong |
| Economy Design Ownership | Design currencies, summoning, upgrade loops, faucets & sinks | Directly owned the full economy at Aquiris: currencies, reward loops, battle passes, progression pacing. Also designed transition from energy-based โ idle reward system entirely from scratch. | โ Strong |
| Simulation & Modeling | Forecast resource flow, run what-if scenarios | Proactively forecasted economy imbalance 6 months ahead from live data, then led the rebalancing initiative. Advanced Google Sheets for simulations. Clear hypothesis โ test โ measure โ iterate workflow. | โ Strong |
| Data Analysis & KPIs | Monitor resource inflation and progression via live data | Ran multiple A/B tests on D1โD3 progression and resource distribution. Detected live over-rewarding risk proactively and built a forecast report before the issue materialized. | โ Strong |
| Google Sheets / Excel | Advanced proficiency | Primary tool for modeling and documentation. Confirmed advanced across economy balancing, KPI simulation, and A/B analysis. | โ Confirmed |
| Unity | Unity experience preferred | Confirmed. Comfortable adjusting parameters, systems, and configurations. Not an engineer, but technically capable in the systems context. | โ Confirmed |
| Analytics Tools | Firebase, analytics tools (nice to have) | Firebase confirmed. Unity Analytics confirmed. Experience with custom internal analytics systems. | โ Confirmed |
| Cross-Discipline Collab | Work with Game Design, Product, Data Analysts | Direct collaboration with Scopely Product Manager at Aquiris. Hybrid Game Design + Product/PM roles at Hermit Crab. Professorship reinforces structured communication across disciplines. | โ Strong |
| Live Ops | Live-operated game experience (nice to have) | Full live economy experience at Aquiris. Managed ongoing feature development while running a rebalancing initiative simultaneously during active game operation. | โ Strong |
| Scripting (nice to have) | C#, Python, or Apps Script | Basic knowledge of C# and Python confirmed. No production-level scripting experience โ not a functional gap for the economy designer role, which primarily relies on spreadsheet simulation and analytical tooling. | ~ Basic Knowledge |
๐๏ธ Career Timeline
๐ผ
Professional & Academic Experience โ Chronological
๐ผ Work experience๐ Education
๐ 2009 โ 2014
UTFPR
Bachelor in Design
5 years
Curitiba, Brazil
๐ 2015 โ 2017
Savannah College of Art & Design
MFA ยท Interactive Design & Game Development
2 years
Savannah, USATeaching Assistant
๐ผ 2018 โ 2022
Aquiris Game Studio
Game Economy Designer โ LTWOM (concurrent with PhD)
~4 years
Looney Tunes WoM
Economy Reset
A/B Testing
๐ 2018 โ 2023
UTFPR
PhD ยท Ciรชncia e Tecnologia (Ludic Culture) + Professor
5 years ยท Concurrent
PhD 2023Professor
๐ผ 2022
Prota Games
Lead Game Designer
Brief
Lead Designer
๐ผ Jul 2022 โ Jul 2025
Hermit Crab Game Studio
Principal Game Designer & Game Director
3 years
Mobile ยท Metaverse
GDC 2024
๐ Nov 2025 โ Present
UTFPR
Professor โ Semi-sabbatical ยท Evaluating next industry move
Current
ProfessorOpen to Opportunities
โ Fateless Culture Fit: Leonardo's low-ego, high-accountability profile aligns well with Fateless's "laid-back but accountable" culture. His professorship confirms structured communication and self-advocacy โ both required in Fateless's self-directed environment.
โญ
What Motivates Leonardo
๐งฉ
Complex Systems
Drawn to multi-layered economy challenges โ exactly the scale of a from-scratch RPG economy build.
๐
Early-Stage Products
Energized by building from scratch, not maintaining legacy systems. Fateless is pre-launch โ ideal timing.
๐บ๏ธ
Clear Product Strategy
Performs best with defined goals and product vision aligned upfront. Structured roles are where he excels.
๐
Long-Term Stability
Looking for meaningful professional challenges with clear trajectory โ currently evaluating his next industry move from a position of intent, not urgency.
๐ Alignment Signal
Leonardo finished 3 years at Hermit Crab in July 2025 and is now in a deliberate evaluation phase as UTFPR professor. Fateless's economy build โ a high-complexity, greenfield system in a funded studio with a real launch date โ maps directly onto what he's been building expertise for over 15 years.
๐ฌ Interview Recommendations
๐ค
Suggested Interview Focus Areas
Technical: Simulation Model Walk-Through
Ask him to walk through a real economy model he built โ how he modeled resource flow across F2P, low-spend, and whale segments. "Show us a spreadsheet you built from scratch and explain the key assumptions." Also ask how Firebase and Unity Analytics data feeds back into modeling decisions in real time.
Technical: Pity System & Gacha Design Specifics
Ask him to detail exactly how he approached summoning and reward systems in LTWOM โ specific guarantees, rate-up mechanics, pool dilution decisions. Look for precision on numbers and design rationale. This is where his direct gacha experience needs to translate to Fateless's context clearly.
Behavioural: Proactive Risk Forecasting in Practice
He detected a live economy imbalance 6 months before it materialized. "Walk me through how you identified that risk โ what data signal triggered it, what you modeled, and how you presented it to the team." Reveals whether he can apply the same proactive instinct to Fateless's economy post-launch.
Cultural: First 90 Days Vision at Fateless
"You're joining the week of beta launch. What do you audit first, and in what order do you prioritize the economy build?" Tests whether he can operate under pre-live pressure, structure his own agenda, and communicate priorities to a founding team clearly โ all required for Fateless's environment.
๐ฐ
Compensation Overview
$42,000 โ $54,000
USD ยท Annual ยท Remote
Monthly Equivalent
~$3,500 โ $4,500/mo
Discussion Style
Open Discussion
MGB Fee (5% Annual)
$2,100 โ $2,700
๐ง MGB Recruiter Assessment
Why We're Recommending Leonardo
Leonardo is the most technically complete match on this shortlist for the Game Economy Designer role. He has done exactly this job before โ in a live hero collector RPG โ with the data discipline, the risk forecasting instincts, and the full-stack tooling coverage Fateless needs at this stage of development. His 15 years of experience, combined with academic depth in game culture and a professorship that reinforces structured communication, makes him a candidate who delivers consistently and explains his reasoning clearly to cross-functional teams.
๐ฏ
Direct hero collector economy experience: The full economy redesign on Looney Tunes: World of Mayhem is one of the highest-risk live economy operations a designer can own โ currency scaling and player balance migration in a live product. He executed it without disruption, which is a rare operational credibility signal.
๐ญ
Proactive risk management is a structural differentiator: Detecting an economy imbalance 6 months before it materialized and building a forecast report unprompted is precisely the kind of foresight Fateless needs as they enter live operations. This is not a reactive designer โ he gets ahead of the system.
๐ข
Already has Brazilians on the Fateless team including Technical Director Ygor: Cultural integration is minimal friction. Leonardo joins an environment that already values Brazilian talent and has established working patterns he can plug into from day one.
๐
Timing is favorable: Leonardo completed 3 years at Hermit Crab in July 2025 and is currently in a deliberate evaluation phase as UTFPR professor. This is an intentional career pause, not a forced one โ he is evaluating his next move from a position of strength, which gives Fateless a real window to engage before he commits elsewhere.
Ready to move forward with Leonardo?
We'll brief him before any intro call and ensure full alignment on scope, timeline, and expectations.