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Alexis De Girolami Product Owner &

alexis.degirolami@gmail.com Creative Leader

Summary
• Extensive knowledge of live software and game development environments,
particularly those with prominent IPs; comfortable developing roadmaps that weigh
business goals against practical constraints
• Pro ciency in prototyping and re ning products from initial goals through design,
implementation, and A/B testing—leading cross-functional teams to achieve a
product vision
• Experience in tools development and training for content creators, speci cally
across art and design pipelines

Experience
Lead Game Designer | Electric Manta
In-Production (August 2021 – Present)
▪ Directing multidisciplinary teams remotely across Europe, India, and the United
States, working from product concept through validation and production as Team
Lead and Product Owner
▪ Drives all core feature decisions, working with team designers, artists,
engineering, and QA to establish goals and implementation acceptance criteria
▪ De nes design, UX, and KPI expectations with the Creative Director across the
studio, evangelizing those decisions to the senior leadership team, partners, and
prospective investors
▪ Plays a critical role in building and communicating studio business and creative
goals company-wide

Lead Game Designer | Future Games of London Ltd, an Ubisoft Studio


Miscellaneous (February 2020 – August 2021)
▪ Lead Designer and Product Owner, overseeing the design and development of all
game systems
▪ Responsible for leading a multidisciplinary team from initial game concept
through prototype, incubation, production, and release
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▪ Rapidly prototypes numerous core game loops before moving projects into
incubation and production
▪ Determines KPI goals and economic loops (retention, engagement, and
monetization) for all game systems and ensures they achieve long term player
health
▪ Works with senior leadership, publishing, and support teams to ensure
milestones and strategic goals are met on a studio, division, and company level

Senior Game Designer | Big Fish Games


Miscellaneous (September 2016 – January 2020)
▪ Lead design of primary systems, working with leadership, business development,
and project management to de ne the product strategy, ensuring milestones are
completed on schedule
▪ Spearhead development of core gameplay design; collaborating with engineering,
art, and UX to prototype and develop those systems; continue to re ne product
direction via routine user testing and data analysis
▪ Design and implement entire onboarding experience, working with engineering
on developing tools that minimize developer overhead; utilize user testing &
gathered analytics to iterate on points of confusion and negative user experience
▪ Collaborate with economy designer and content designers on the team to re ne
content strategy for an ideal customer experience, taking into account
monetization and reengagement KPIs de ned by leadership

Game Designer II | PopCap Games


Bejeweled Franchise (August 2013 – June 2016)
▪ Lead Designer of Bejeweled Stars, overseeing the design and development of all
systems and content
▪ Rapidly prototyped a wide variety of mechanics and potential product directions
for the Bejeweled franchise, working as the sole designer on a small, agile team in
Unity before Stars advanced into production
▪ Lead the design of match- gameplay, working with engineering and art
leadership to prioritize and implement all core gameplay functionality and tuning
▪ Established content standards and developed large swaths of content for Stars,
ensuring both customer enjoyment and achievement of target KPIs
▪ Aided in defining tools requirements for Bejeweled Stars and future products,
specifically regarding creative workflow for continued live content development

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Game Designer I | Zynga


Unannounced Mobile/Web IP & CastleVille (September 2012 – June 2013)
▪ Created game content, developed onboarding strategies, balanced existing
systems, and modi ed content based off user research and product goals under
tight deadlines
▪ Designed, implemented, and balanced weekly live game content for CastleVille

Languages & Software


C#, JavaScript, Python, JSON, Java, SQL

Of ce, Perforce, JIRA, Adobe Suite (especially Photoshop), Google Suite, Notion,
Unity, Unreal Engine

Education
University of Central Florida | August 2011 – December 2012
M.S. in Interactive Entertainment

University of Florida | July 2006 – May 2011


B.S. in Computer Engineering – Digital Arts and Sciences
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