André Gottgtroy

Game Designer

6 years designing gameplay, systems, live service features, monetization, social systems, technical design, prototyping, and R&D.

I have a Software Engineering background and hands-on experience with Unreal Engine, Unity, proprietary engines, Blueprints, and scripting. I like digging into design challenges, iterating quickly, and collaborating with the team to create responsive and satisfying player experiences.

Auckland, New Zealand Open to relocation & remote work

Selected work

Here are a few projects that really show the range of my work.

More projects

Experience

Professional experience with overlapping responsibilities throughout my career. At Mytona, I held a continuous Game Design role; on Hublix, leadership and deputy-production responsibilities mixed directly with hands-on design work.

2019–2020

Graduate Software Engineer

VISTIC

Built and supported production software in C# and .NET, collaborating with agile teams to deliver, test, maintain and support projects. Focused on practical problem-solving, clear communication, and making sure features felt polished and reliable.

2020–2026

Game Designer

Mytona

Continuous Game Design across gameplay, systems, content, live service, R&D and player-facing features. On Hublix, I balanced leadership, mentoring and deputy production with hands-on design work; often wearing a few hats at once.

Game Design continued throughoutDesign LeadershipDeputy Production

Kept Game Design at the core, while taking on Design Leadership and Deputy Production. Led R&D, prototyping, systems, gameplay, 3Cs, social and meta features, and contributed to level design. Leadership and production work always overlapped with my main focus on design; never a shift away from the craft.

Designed gameplay, social systems, live-service content, monetization and player-facing communication for a multiplayer hero shooter. Focused on creating satisfying loops and engaging systems.

Led live-service design for monetization events, offers, player-facing meta systems, and refined established systems to keep the experience rewarding and balanced.

2020–2026

Game Designer

Mytona

Continuous Game Design across gameplay, systems, content, live service, R&D and player-facing features. On Hublix, I balanced leadership, mentoring and deputy production with hands-on design work; often wearing a few hats at once.

Led live-service design for monetization events, offers, player-facing meta systems, and refined established systems to keep the experience rewarding and balanced.

Designed gameplay, social systems, live-service content, monetization and player-facing communication for a multiplayer hero shooter. Focused on creating satisfying loops and engaging systems.

Game Design continued throughoutDesign LeadershipDeputy Production

Kept Game Design at the core, while taking on Design Leadership and Deputy Production. Led R&D, prototyping, systems, gameplay, 3Cs, social and meta features, and contributed to level design. Leadership and production work always overlapped with my main focus on design; never a shift away from the craft.

2019–2020

Graduate Software Engineer

VISTIC

Built and supported production software in C# and .NET, collaborating with agile teams to deliver, test, maintain and support projects. Focused on practical problem-solving, clear communication, and making sure features felt polished and reliable.

Skills

The design disciplines, tools, and technical skills I rely on the most.

Design

  • Game Design
  • Gameplay Design
  • Systems Design
  • Live Service
  • Monetization
  • Social Features
  • Progression / Meta
  • Content Design
  • R&D
  • Prototyping
  • Balancing
  • Player Experience
  • Combat / Enemy AI

Technical

  • Unreal Engine
  • Blueprints
  • Unity
  • Proprietary Engines
  • C
  • C++
  • C#
  • Lua
  • Python
  • Technical Design
  • AI Systems
  • Gameplay Programming
  • Git / Version Control

Production / Collaboration

  • Feature Ownership
  • Cross-functional Collaboration
  • Documentation
  • Design Specifications
  • Leadership
  • Mentoring
  • Deputy-production Experience
  • Agile / Scrum
  • Jira
  • Confluence
  • Miro
  • Figma

About

Games, stories and how things work.

André Gottgtroy

I was born in Brazil and grew up in New Zealand. My interest in history, myths, and legends naturally led me to games, which became another way to explore that curiosity. Age of Empires, Baldur's Gate, and Harvest Moon were some of the first titles that pulled me in, not just as a player, but as someone curious about how games actually work.

I still spend plenty of time with video games, board games, and tabletop RPGs. My physical game collection is always growing, despite my family's claims that it's big enough already. I disagree.

I studied Software Engineering with a focus on game development, which taught me how to pull things apart, prototype ideas, and work closely with engineers. Whether I'm playing or designing, I'm always thinking about what makes something click, what friction exists for the player, and what small tweak could make the experience more satisfying.

Interested in how I approach design?

Explore my design writing