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Leo Panda
Senior Gameplay Designer
PROFESSIONAL SUMMARY

Senior Gameplay Designer with 8+ years of experience shipping action and multiplayer titles across console and PC. Specializes in combat, progression, tuning, and player-first systems design informed by telemetry and playtesting. Known for translating creative vision into clear specs, scalable implementation, and measurable retention gains.

SKILLS
Gameplay Systems Design
Combat Design
Tuning & Balance
Unreal Engine
Player Progression
Telemetry Analysis
Live Ops Design
Design Documentation
Cross-Functional Leadership
PROFESSIONAL EXPERIENCE
Ember Forge Studios
AAAAction RPG
Seattle, WA
Senior Gameplay Designer
Gameplay SystemsLive Ops
Mar 2021 - Present
  • Led combat, progression, and moment-to-moment gameplay design for a 120-person action RPG team, aligning feature scope with creative direction and milestone goals.
  • Authored and tuned core player abilities, enemy behaviors, and reward loops, contributing to a 14% increase in mission completion and stronger day-30 retention.
  • Partnered with product, UX, engineering, and analytics to iterate onboarding and difficulty curves, reducing early-session churn by 11% after launch updates.
  • Mentored three designers through documentation reviews, playtest planning, and implementation feedback, improving handoff quality and shortening tuning turnaround across sprint cycles.
Pixel Harbor Interactive
F2PMultiplayer
Los Angeles, CA
Gameplay Designer
Systems DesignBalance Design
Jul 2017 - Feb 2021
  • Designed progression systems, weapon balance, and event rules for a cross-platform multiplayer shooter, supporting quarterly content drops and consistent engagement targets.
  • Built detailed design specs and wireflows for new modes and tutorials, enabling engineering delivery with fewer revisions and improving first-week payer conversion 8%.
  • Ran playtests, analyzed telemetry, and coordinated rapid tuning passes that improved match length stability and lifted average session frequency from 3.6 to 4.1.
  • Collaborated with art and audio leads to deliver readable feedback systems, raising player-reported combat clarity scores from 72% to 84%.
SELECTED PROJECTS
Boss Encounter Framework Redesign - Lead Gameplay Designer
Jan 2024 - Apr 2024
  • Created a reusable boss encounter framework with telegraph standards, phase pacing rules, and failure-state tuning, cutting encounter iteration time by 30% across content teams.
  • Facilitated weekly playtest reviews and tuning checkpoints, helping ship three high-difficulty encounters that met target completion rates without reducing perceived challenge.
EDUCATION
The University of Utah
Game DevelopmentInteractive Media
Salt Lake City, UT
Bachelor of Science in Games
Sep 2013 - May 2017

Focused on interactive systems design, level design, and production collaboration for digital game development.

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