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 #01
Leonardo Sandim
Game Economy & Systems Designer ยท 15+ Years ยท Live Hero Collector RPG Experience
Live Economy
Hero Collector RPG
A/B Testing
PhD ยท Ludic Culture
Firebase ยท Unity Analytics
๐Ÿ“ Location
Sรฃo Paulo, Brazil (UTC-3)
โณ Availability
~1 Month Notice
๐Ÿ’ผ Experience
15+ Years (since 2009)
๐ŸŽฎ Shipped Titles
2+ Live Titles
๐Ÿ•น๏ธ Game Genres
Hero Collector RPG ยท Mobile ยท Casual
๐Ÿ“ฑ Platforms
Mobile ยท PC ยท Live Service
๐Ÿ† Key Projects โ€” Ranked by Impact
๐Ÿฅ‡ 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 (D0โ€“D3) 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 (D0โ€“D3), improving player onboarding and engagement loops. Proactively identified a live over-rewarding risk and built a 6-month forecast report before it materialized.
๐Ÿฅˆ 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.
๐Ÿฅ‰ 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.
๐Ÿ“Œ 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.
๐Ÿ“‹ Requirement vs. Candidate Match
๐Ÿ“Š
Job Description Requirements โ€” Comparative Analysis
RequirementWhat Fateless NeedsLeonardo's BackgroundMatch
Experience3+ years with economy/systems focus~15 years in game development since 2009. 5ร— the minimum requirement.โœ“ Exceeds
Gacha / Hero CollectorProven experience on a gacha RPG or hero collectorLed 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.โœ“ Strong
Economy Design OwnershipDesign currencies, summoning, upgrade loops, faucets & sinksDirectly 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.โœ“ Strong
Simulation & ModelingForecast resource flow, run what-if scenariosProactively 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.โœ“ Strong
Data Analysis & KPIsMonitor resource inflation and progression via live dataRan multiple A/B tests on D1โ€“D3 progression and resource distribution. Detected live over-rewarding risk proactively and built a forecast report before the issue materialized.โœ“ Strong
Google Sheets / ExcelAdvanced proficiencyPrimary tool for modeling and documentation. Confirmed advanced across economy balancing, KPI simulation, and A/B analysis.โœ“ Confirmed
UnityUnity experience preferredConfirmed. Comfortable adjusting parameters, systems, and configurations. Not an engineer, but technically capable in the systems context.โœ“ Confirmed
Analytics ToolsFirebase, analytics tools (nice to have)Firebase confirmed. Unity Analytics confirmed. Experience with custom internal analytics systems.โœ“ Confirmed
Cross-Discipline CollabWork with Game Design, Product, Data AnalystsDirect collaboration with Scopely Product Manager at Aquiris. Hybrid Game Design + Product/PM roles at Hermit Crab. Professorship reinforces structured communication across disciplines.โœ“ Strong
Live OpsLive-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.โœ“ Strong
Scripting (nice to have)C#, Python, or Apps ScriptBasic 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
๐Ÿ—“๏ธ Career Timeline
๐Ÿ’ผ
Professional & Academic Experience โ€” Chronological
๐Ÿ’ผ Work experience๐ŸŽ“ Education
๐Ÿ’ผ 2018 โ€“ 2022
Aquiris Game Studio
Game Economy Designer โ€” LTWOM (concurrent with PhD)
~4 years
Looney Tunes WoM Economy Reset A/B Testing
๐Ÿ’ผ 2022
Prota Games
Lead Game Designer
Brief
Lead Designer
๐Ÿ’ผ Jul 2022 โ€“ Jul 2025
Hermit Crab Game Studio
Principal Game Designer & Game Director
3 years
Mobile ยท Metaverse GDC 2024
๐Ÿง 
Behavioural Profile
Results OrientationVery High
Low Ego / High CollaborationVery High โœ“
Ownership MentalityVery High
Communication ClarityVery High
Depth-dive RiskWatch
โœ“ 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
๐Ÿงฉ
Complex Systems
Drawn to multi-layered economy challenges โ€” exactly the scale of a from-scratch RPG economy build.
๐Ÿš€
Early-Stage Products
Energized by building from scratch, not maintaining legacy systems. Fateless is pre-launch โ€” ideal timing.
๐Ÿ—บ๏ธ
Clear Product Strategy
Performs best with defined goals and product vision aligned upfront. Structured roles are where he excels.
๐Ÿ“ˆ
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.
๐Ÿ”‘ 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.
๐Ÿ’ฌ Interview Recommendations
๐ŸŽค
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.
๐Ÿ’ฐ
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
๐Ÿง  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.
๐ŸŽฏ
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.
๐Ÿ”ญ
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.
๐Ÿข
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.
๐Ÿ“…
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.