About me

Tomás Cofré

 8+ years’ experience as a game designer building nuanced systems and worlds. 

About me

Key Pillars

Game Design
  • Shaped pitching processes, incorporating creative guidelines and research to produce core loops and narrative overviews in several projects, landing over seven development contracts.
  • Designed several core systems in the projects I took part of, including main gameplay, Meta systems, FTUEs, narrative systems, stores and more!
  • Formulated development documents for the complete process of the game ranging from high level to in-depth spec documents, garnering praise for effectively communicating with the team thanks to their clarity.
  • Headed LiveOps cycles, impacting ad revenue, funnel and retention metrics through close collaboration with data scientists.
  • Experienced game writer, having authored overarching plots, character arcs, dialogue, and world lore.
  • Conducted extensive research to ensure coherence of the facts presented to players.
Pipeline Development & Prototyping
  • Mastered proprietary tools, creating and/or updating production pipelines when needed to fully benefit from them.
  • Leveraged internal and external development and analysis tools, from Gamesparks, Amplitude and Tableau, to in-house backend solutions.
  • Championed Source Control and Repository use, leading the team on its usage and best practices.
  • As a part of small fireteams I have built diverse prototypes to clarify complex system possibilities to management and the rest of the team.
  • Designed and conducted play-test sessions to acquire early usage data, which was in turn analyzed to improve projects’ overall quality.
  • Constructed functional prototypes in Unreal Engine, Unity, Ogre3d, Flash and even Blender Game Engine. ijrflkrjifodjiojgfdjhgfdjsgfhjh1111111111111111111111111111111111gh1111111111gh

Leadership & Collaboration
  • Reduced validation time and coordinated one-on-one meetings to ensure smooth communication and greater visibility between my team and our client.
  • Efficiently set up rapport both with my design team as well as my fellow leads, enabling off-site work.
  • Refined founding pillars to produce videogames that reflected the development ideals of my teams, incorporating each studios’ signature.
  • As a college teacher, I mentored and taught hundreds of students some of the formal tools of game design, guided them through practicing their quick-prototyping skills, and perfected their communication abilities.
  • Guest lecturer in different establishments and events on the topics of game. fdsfdsfdsfdsfdsfdsfdsfdsfdsfdsfdsfdsfdfdsfdsfdsfdsfdsfdsghgfhgfhgfdsjkhfjdsgfjdshfjdksfhdjsfkjdshfjkhdsjkfhdsjkfhdjskhfdjkshfjkdsfdgsjhfjhgdsgfdshgjfghjhjsdfhjgfsdhjgfdshjg