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Game Designer: Data-Driven Systems and Gameplay

I design game systems and use player data to fix them. Over 5 years across 12 titles on mobile, PC, and web. 2 commercial releases, a graduation thesis, and more than 10 student and jam projects. Statistics background. I iterate with spreadsheets and analytics.

Selected Projects

5 curated pieces · 2 case studies + 3 showcase cards
Idle Cyberpunk City Clicker: Economy & Analytics Shipped · 2025

Built on what I learned from Idle Kingdom Builder. Deeper progression tiers, and a monetization layer using reward ads and IAP. I instrumented Unity Analytics to snapshot player state at 4 milestones. That surfaced two economy bugs and a timer persistence defect. Three fixes shipped in v1.70. 600+ organic downloads, 4.2/5 rating, no marketing spend. Median session is around 6 minutes. Top 10% of players average 15+min.

RoleDesigner & Developer (Solo)
EngineUnity 6
PlatformAndroid
Duration6 months
Economy Design Progression Tuning Unity Analytics AdMob / IAP Data-Driven Iteration
Idle Kingdom Builder: First Shipped Economy Shipped · 2024

My first published idle game. I designed the core loop and economy from scratch, using Cookie Clicker's formulas as a reference and tuning them toward a slower, more deliberate pace. Shipped on Google Play with 800+ organic downloads and solid early engagement. Without an analytics pipeline, I had no reliable way to see where players dropped off. That limitation is what led me to build the analytics system for Cyberpunk City.

RoleDesigner & Developer (Solo)
EngineUnity 2022
PlatformAndroid
Duration6 months
Economy Design Progression Curves Monetization First Ship
Guardian's Falls — Wounds Graduation · 2023

2.5D Metroidvania developed as a graduation project at PUC-SP. I started as game designer, then took on developer and producer duties as the project progressed. That meant core systems, parkour mechanics, and the art/sound pipeline. I led the scope cuts needed to ship a playable vertical slice with a team of 6 inside academic deadlines. Well received by the examining committee.

RoleDesigner → Developer / Producer
Team6
EngineUnity 2021
PlatformPC (itch.io)
Duration1 Year
Production Scope Management Systems Programming Parkour Mechanics Team Leadership
Beasts of Agony: Souls-like Boss Fight Game Jam · 9 days · 2023

Souls-like combat demo built for PUCJam 2023 on the theme: "Sacred". I designed and programmed the core fighting system: hitboxes, animation trees, life/death state, and combat balancing. Won Best Art at PUCJam 2023 against every participating team at PUC-SP, newcomers through seniors.

RoleDesigner, Programmer & Producer
Team7
EngineUnity 2022
Duration9 Days
Combat Systems Game Jam Rapid Prototyping Award Winner
Operação Bagre Noturno: Stealth Action Comedy Game Jam · 2 weeks · 2024

Stealth-action game set in an alternate 2031 Brazil, with Metal Gear Solid and Splinter Cell as clear references. I designed the level layout, the core stealth and shooting mechanics, and the narrative. Espionage mixed with absurd comedy in a Brazilian geopolitical setting. Built for CtrlAltJam#3 with a team of 4.

RoleGame Designer, Producer & 3D Artist
Team4
EngineUnity 2023
Duration2 Weeks
Level Design Stealth Mechanics Narrative Design 3D Art

Additional Work: FoxTales Studios

Student studio · PUC-SP · 2020–2023 · Game Designer & 3D Artist
Coal dark fantasy metroidvania environment
Coal
Metroidvania · Unity · 2020
Dark fantasy world design, interconnected levels, lore.
Play on itch.io →
Maldição de Netuno
Action Rounds Shooter · Unity · 2022
Level layout, wave economy balancing, weapon tuning, 3D props.
Play on itch.io →
Nárkissos
First-Person Horror · Unity · 2021
Level design, puzzle design, 3D scenario modeling and textures.
Play on itch.io →
Riddles of the Sands
Open World Puzzle · Unity · 2021
Open world layout, puzzle progression system, documentation.
Mega-Racing
Platform Racing · Unity · 2021
Track layouts, obstacles and power-ups, playtesting, 3D props.
Technical Difficulties multiplayer party game
Technical Difficulties
Multiplayer Party Game · Unity · 2020
Core mechanics, social deduction balancing, loop refinement.
Play on itch.io →
Donkey Sonic retro platformer level
Donkey Sonic
Retro Platformer · Unity · 2020
Level layouts, enemy placement, gameplay balancing.

Case Study: Idle Cyberpunk City Clicker

220 tracked players · pre-1.70 build · 4 milestone snapshots
01 · Problem

Flying blind after the first game

Idle Kingdom Builder shipped with 800+ downloads and solid reviews, but no analytics pipeline. I had no visibility into where players dropped off, or why. Cyberpunk City was growing steadily and had the same blind spot. I needed a way to see inside the player journey without blowing the budget.

02 · Process

Milestone-based analytics on a budget

Maximum information, fewest possible event sends. I was working within the free Unity Analytics tier. I designed 4 snapshot events tied to credit milestones (1K, 1M, 1B, 1T). Each captures buildings, upgrades, click/passive ratio, and time elapsed per player.

03 · Findings

Economy validates, bugs surface

The click-to-passive transition behaved as designed. The data also caught a tracking bug inflating clicker counts (a variable naming mistake), and a timer persistence defect at higher milestones that was producing invalid readings.

04 · Outcome

3 fixes shipped in v1.70

I corrected the analytics instrumentation, adjusted the passive upgrade multiplier from 5× to 3.5×, and added session persistence. The next analysis cycle will have clean data for a before/after comparison.

Interactive Analytics Dashboard · Built from real Unity Analytics data Open full screen →
05 · What I'd change next

Knowing what the data showed

The steepest drop in the funnel is 1M → 1B, at 73%. That wall lines up with passive upgrade costs scaling faster than player earning power. The multiplier jump from mid-tier to late-tier buildings is too aggressive. The next iteration targets a smoother mid-game curve: passive multiplier from 5× to 3.5×, clicker multiplier from 10× to 7×.

I would also revisit upgrade discoverability. 52% of players had zero upgrades at the 1K milestone. That means the UI isn't surfacing them early enough. A subtle prompt or visual cue the first time a player can afford an upgrade should shift that ratio without being intrusive.

Case Study: Guardian's Falls

Team of 6 · 12 months · Scope management · Graduation thesis
01 · Problem

Ambition outpaced capacity

The month-1 design doc planned for 4+ zones, 8 parkour mechanics, combo combat, skill trees, and layered narrative. Team of 6. No dedicated programmer. 12-month academic deadline.

02 · Process

Prototype fast, cut decisively

We built early prototypes covering the full mechanic set and tested which ones actually supported the core loop. Then a structured beta with categorized feedback. Features that weren't pulling their weight got cut.

03 · Solution

Ship what works, not everything

The final demo covers 3 zones with streamlined movement (sprint, slide, dash), dash-strike combat, and environmental storytelling. Progression is linear so the level design can introduce mechanics in sequence.

04 · Outcome

Demo shipped + 3 design principles I still use

Shipped a coherent vertical slice. The committee acknowledged the design trade-offs involved. The scope and iteration lessons from this project shaped how I approached both idle games afterwards.

Scope Management

What We Envisioned vs. What Shipped

The original doc was deliberately ambitious. Dream big first, then scope down to what the team can ship well. I handled design, C# programming, and production. No dedicated programmer on the team.

System Month 1 Vision What Shipped Status
Movement 8 mechanics: vault, slide, wall jump, grab/climb, swing, roll, sprint, free jump. Stamina system gating usage. Sprint, slide, dash. Stamina cut entirely. Removing the resource gate made movement feel fast and expressive. Vault, wall jump, and grab/climb were prototyped, then cut for clarity. Evolved
Combat 3-hit combo tree, slide attack, bounce attack, power punches, sprint attack Dash-into-enemy strike. Combos made players stop and chain punches. The dash-strike let them keep moving. It emerged from prototyping, not from the original doc. Simplified
Zones 4+ zones (Moonlit Meadow, Bond Fracture, Jade Jungle, Innerlake) + Hub 3 zones shipped. Hub removed. Progression is linear, not branching. Simplified
Progression Skill tree, NPC quests, HUB, backtracking, left/right difficulty choice Linear progression across 3 zones. No skill tree. No hub. Mechanical mastery carries the progression. Cut
Narrative 4 cardinal guardians, trauma metaphor, intro cutscene, NPC dialogue, symbolic enemy design Environmental storytelling carries the narrative. No cutscene. No NPC dialogue. World-building is embedded in level design. Evolved
Enemies 3 types per zone + mini-boss + final boss, thematically symbolic designs Generic enemy types. Focus shifted to making combat feel responsive rather than narratively themed. Simplified
Design Process

Mechanic Spotlight: Dash-Strike Combat

Core · Combat Evolved

Combat is movement

Instead of standing still and executing combos, the player dashes into enemies to attack. The original doc specified a 3-hit combo tree and special attacks. Early prototypes had them working. In practice, they pulled the feel in the opposite direction of the movement system. Combos made players stop. The dash-strike kept them flowing.

Iteration: This wasn't in the original doc. It emerged from prototyping. Once we saw how the dash felt during traversal, extending that momentum into combat was the obvious next step. The combo system was cut. The replacement was stronger than the original plan.
Reflection

What I Carried Forward

Scope is a design skill

The original doc had 8 movement mechanics. The shipped game has 3, and they feel better. This mindset shaped how I built both idle games: start with the minimum viable loop, not the maximum vision.

Test before you're ready

Even rough testing with non-expert players surfaces problems you can't see from the inside. Beta testers caught navigation issues and control pain points we had gone blind to.

Mechanics must talk to each other

The combo system fought the movement system. The dash-strike emerged because we prototyped both and noticed the conflict. Design documents are hypotheses. Prototypes are the experiments that test them.

Design Documents

GDDs, QDDs, LDDs, and design tests: How I think on paper
QDD
QDD
Secrets Submerged: Genshin Impact Quest
Fan-made world quest for Fontaine. Full quest flow, NPC interactions, item design, progression steps, and reward balancing. Demonstrates narrative design and quest structure thinking.
View PDF →
LDD
LDD
Fire Dungeon: Level Design Document
Top-down dungeon level with hand-drawn room maps, enemy placement, boss encounters, objective flow, and challenge pacing.
View PDF →
GDD
GDD
Idle Cyberpunk City Clicker: Full GDD
Complete design document: core loop, economy system, progression tiers, monetization model, world-building lore, and analytics plan.
View PDF →
GDD
GDD
Idle Kingdom Builder: Full GDD
Economy system design, resource faucets/sinks, progression curves, ascension system, UI flow, and monetization strategy.
View PDF →
GDD
GDD
Operação Bagre Noturno: Full GDD
Stealth-action design: level layout, mechanics, narrative structure, scoring system, and world-building for an alternate-reality Brazil.
View PDF →
TEST
TEST
Quantum Cafe: Interview Design Test
Management sim GDD created for a studio interview. Budget breakdown, milestone timeline, career progression system, and economy design inside defined scope constraints.
View PDF →
TEST
TEST
Jump Mechanic Level: Design Test GDD
Level design test. A new mechanic pushes the core jump to its limit across progressively harder rooms. Camera constraint solutions worked out along the way.
View PDF →
TEST
TEST
Jelly Morph: Shifty Speedway: Design Test GDD
Hypercasual mobile game design: core mechanics, competitive analysis, monetization strategy (ads/IAP), and UI wireframes.
View PDF →

About

Jhonnatan Barbosa portrait photo
Background

Game designer with a statistics background and a build-first, iterate-always approach. I bring a structured, evidence-based methodology to whatever design problem I'm working on: economy tuning, mechanics, levels, or narrative. Over 5 years in game design across 2 shipped mobile titles, a graduation thesis, and more than 10 student and jam projects. Based in São Paulo, Brazil.

Design philosophy I design systems players feel they discovered on their own, and then I use data to check that they actually can. When players feel lost, that isn't a badge of honor. It's a signal that the invisible guidance failed somewhere. Every design is a hypothesis. Build, ship, measure, improve.
Influences

The approach comes from studying how Valve teaches Portal's mechanics through play, and how Half-Life guides players with lighting and architecture instead of waypoints. Invisible design, validated by obsessive playtesting. Kojima's influence shows up in the ambition: trust players with complex systems and meaningful choices. Make depth accessible through iteration, not simplification.

Teaching

Alongside shipping games, I teach game development and design to kids and teens. Over 300 students across three schools, content adapted for ages 8 through 17. It's the best training I've found for studio communication: if a 10-year-old can follow your explanation of a state machine, your spec will probably survive a cross-discipline review. It also means I can scope a lesson the way I scope a milestone. Break a complex system into deliverable chunks, check whether people actually understood, adjust before moving on.

Design range

My core is systems and economy design, but I work across disciplines regularly. The Genshin Impact quest doc covers narrative and quest structure. Bagre Noturno combines stealth mechanics with alternate-reality storytelling. Cyberpunk City's atmospheric lore ties world-building back into the progression systems.

Looking for A systems or gameplay design role where I can combine hands-on design work with data analysis to shape player behavior. Ideally at a mid-size to AAA studio working on PC or console titles. Open to remote or relocation.
Tools
Engines 
Unity, Unreal Engine 5, Godot
Design 
GDDs, economy modeling, level design, quest design, playtesting
Data 
Unity Analytics, spreadsheet simulation, Python, R
Code 
C#, C++, SQL
Art 
Blender, Maya, ZBrush, Adobe Creative Suite
Languages 
Fluent English, Native Portuguese, Basic Spanish

Contact

Currently seeking a systems or gameplay design role · Open to remote or relocation

Idle Cyberpunk City Clicker

Shipped · 2025 Solo Project

An idle clicker set in a dystopian cyberpunk metropolis. Players earn credits to expand their city through passive income, active clicking, and deeper progression tiers. The whole loop is instrumented with real analytics.

600+
Organic Downloads
4.2/5
Play Store Rating
~6 min
Median Session
220
Tracked Players

Solo designed and developed from concept to launch. Built on lessons from Idle Kingdom Builder. Expanded core loop, deeper progression tiers, and a monetization layer using reward ads and IAP. I instrumented Unity Analytics to snapshot player state at 4 milestones. That surfaced two economy bugs and a timer persistence defect. Three fixes shipped in v1.70.

4-Pillar Economy

Passive, Clicker, Offline, and Ascension buildings each offer a distinct progression path. Each one nudges a different playstyle mechanically.

Budget Analytics

I designed 4 snapshot events to get the most data possible under Unity Analytics' free tier. Each captures buildings, upgrades, click/passive ratio, and time elapsed at that milestone.

Price Asymmetry

Clicker buildings scale at 1.65×. Passive buildings scale at 1.25×. That drives the click-to-passive transition mechanically, without any explicit tutorialization.

Non-Intrusive Monetization

Reward ads are opt-in only. Banner ads stay peripheral. One review summed it up: "non-intrusive ads, a lot of rewards and a clean UI."

The 1M → 1B funnel drops 73%. Mid-tier passive upgrade costs scale too aggressively. Reducing the multiplier from 5× to 3.5× is the next iteration target. 52% of players had zero upgrades at the 1K milestone, which tells me the UI isn't surfacing them early enough.

Economy DesignProgression TuningUnity AnalyticsAdMob / IAPData-Driven IterationIdle MechanicsPrestige SystemsMobile UX

Idle Kingdom Builder

Shipped · 2024 Solo Project

A medieval kingdom-building idle game. Players click to earn gold and build houses, farms, markets, and more. Each one generates passive income to expand the kingdom further.

800+
Organic Downloads
10
Building Types

Designed the core loop and economy system from scratch, using Cookie Clicker's formulas as a reference and tuning them toward a slower, more deliberate pace. 10 building types (House through Bank) with upgrade paths and a Royal Ascension prestige system. Ad monetization implemented with reward videos and banners.

Cookie Clicker as Foundation

I studied the exponential curves that make Cookie Clicker addictive, then slowed the pace. The medieval theme calls for deliberate growth, not frantic clicking.

Royal Ascension

Prestige system that resets progress for permanent bonuses. Gives long-term players a reason to restart and re-engage with the economy from a stronger position.

75 Achievements

Tiered achievement system (Common through Legendary) across buildings, upgrades, clicking, and GPS milestones. Drives micro-goals between the major progression beats.

No Analytics, The Gap.

Shipped without a data pipeline. I couldn't tell where players were dropping off. That gap is what led me to build the analytics system used in Cyberpunk City.

Add analytics from day one. Even basic milestone events would have revealed progression bottlenecks early. The economy feels solid in the first hour, but the mid-game pacing was never validated with real data.

Economy DesignProgression CurvesMonetizationFirst ShipPrestige SystemsIdle Mechanics

Guardian's Falls — Wounds

Graduation · 2023 Team of 6

A 2.5D Metroidvania with parkour traversal and dash-strike combat. Graduation thesis at PUC-SP, and the project that taught me scope is a design skill.

6
Team Members
12 mo
Development Time
3
Zones Shipped
8→3
Mechanics Scoped

Started as game designer, then shifted to developer and producer as the project progressed. I programmed core systems and parkour mechanics in C# and managed the art/sound pipeline. I also led the scope cuts: the original doc had 8 movement mechanics, 4+ zones, combo combat, and skill trees. What we shipped was a focused vertical slice: 3 mechanics, 3 zones, dash-strike combat.

Dash-Strike Over Combos

The original 3-hit combo system broke player flow. The dash-strike emerged from prototyping and turned combat into an extension of the movement system instead of something fighting against it.

Stamina Cut

Removing the stamina gate made movement feel fast and expressive. The resource system was working against the core fantasy of fluid parkour traversal.

Linear Over Hub

We cut the hub and branching paths. Linear progression lets the level design teach mechanics in sequence. Each zone introduces and tests a new skill.

Environmental Narrative

No cutscenes. No NPC dialogue. The world tells the story through level design and environmental detail. The narrative survived the scope cuts by changing form.

Playtest earlier and more often. Beta testers caught navigation and control issues we had gone blind to. I would also set hard scope ceilings at month 1 instead of letting the dream doc grow unchecked before cutting. Cut early, cut once.

ProductionScope ManagementSystems ProgrammingParkour MechanicsTeam LeadershipMetroidvania

Beasts of Agony

Game Jam · 9 days · 2023 Best Art: PUCJam 2023

A souls-like boss fight demo built in 9 days for PUCJam 2023. Theme: "Sacred". Core fighting system designed and programmed from scratch with a team of 7.

7
Team Members
9
Days to Ship
🏆
Best Art Award

Designed and programmed the core fighting system: hitboxes, animation trees, life/death state machines, and combat balancing. I also handled production, scoping daily milestones across a 7-person team so the boss fight would be playable and polished by day 9.

One Boss, Done Well

Rather than several enemies with shallow behavior, the design effort went into a single boss: readable tells, punish windows, escalating phases.

Weight Over Speed

Animations prioritize impact and readability. Attacks use wind-up frames that telegraph intent. The souls-like contract of "fair but punishing."

Combat SystemsGame JamRapid PrototypingAward WinnerSouls-likeAnimation Systems

Operação Bagre Noturno

Game Jam · 2 weeks · 2024 Team of 4

A stealth-action game set in an alternate 2031 Brazil. Metal Gear Solid-inspired espionage mixed with absurd Brazilian comedy. Built for CtrlAltJam#3.

4
Team Members
2 wk
Development Time
3
Roles Held

Game designer, producer, and 3D artist. I designed the level layout, the core stealth and shooting mechanics, and wrote the narrative: espionage mixed with absurd comedy in a Brazilian geopolitical setting. I also created the 3D environment assets and managed the production pipeline across a 4-person team inside a 2-week deadline.

Stealth-First Loop

Detection triggers escalation, not instant failure. Players can fight their way out or retreat. That keeps tension in the loop without becoming frustrating in a jam-scoped project.

Comedy as World-Building

The absurd alternate-reality Brazil setting lets the narrative carry weight without taking itself too seriously. Geopolitical satire through gameplay, not exposition.

Level DesignStealth MechanicsNarrative Design3D ArtGame JamProduction