Hello there! My name is Jose Massa, and I'm a game designer, graduated from Graphics Design and Videogame Design by the UCM of Madrid.

 

Currently I'm working as a Generalist and Combat Game Designer at Saber Interactive.

 

Below you can find my portfolio.

JOSE MASSA

GAME DESIGNER

EXPERIENCE

Project 00

Undisclosed project.

 

"Saber Interactive is a U.S.-based developer and publisher of video games. Consisting of over 20 studios and more than 2,500 employees worldwide, we are one of the key operative business units of Embracer Group."

 

Genre: Undisclosed.

Engine: Unreal 4.27.

Platforms: Undisclosed.

Duration: 3 months. Undisclosed Release Date.

Team Size: 20-30 at Saber Interactive.

Website: saber.games

Roles & Responsibilities

 

General Design:

  • Updated and maintain data for backend balancing.
  • Tested and iterate on preexisting levels.
  • Conceptualize different gamemodes.

 

Combat Design:

  • Defined weapons and equipment combat mechanics.
  • Balance weapons damage and statistics.
  • Implemented and tested weapon behaviours.
  • Tested and iterate on preexisting weapons.
  • Worked closely with programming, art, UX and QA teams to test and iterate on weapon and combat design.

Evil Dead: The Game

Choose a Deadite version of your favorite Survivor and Demon from the game. Use your wits and weapons to duke it out to the Last Deadite Standing in fast-paced, cutthroat action for up to 40 players.

 

"Saber Interactive is a U.S.-based developer and publisher of video games. Consisting of over 20 studios and more than 2,500 employees worldwide, we are one of the key operative business units of Embracer Group."

 

Genre: Asymmetrical Multiplayer Survival Horror Game & Battle Royale.

Engine: Unreal 4.27.

Platforms: PC, PS4, PS5, Xbox One, Xbox Series S, Nintendo Switch.

Duration: 5 months. Published in 2023.

Team Size: 40-50 at Saber Interactive.

Website: www.evildeadthegame.com

Roles & Responsibilities

 

Combat Design:

  • Conceptualized class archetypes and skill trees for the Splatter Royale Update.
  • Defined archetypes play-styles and specializations.
  • Implemented and tested skill trees combat performance.
  • Balanced weapons damage for the Splatter Royale Gamemode.
  • Tested and iterate each archetype.
  • Balanced archetypes using defined game analytics.
  • Worked closely with programming and QA teams on testing and iteration on each class archetype implementation.

Neva

Experience the moving tale of a young woman and her lifelong bond with a magnificent wolf as they survive a rapidly dying world.

 

"Based in Barcelona, Nomada Studio is composed of experienced developers and artists outside of video games with disciplines in illustration, painting, and graphic design. Featuring art from noted artist Conrad Roset and the music of Berlinist, GRIS is their debut title as a team."

 

Genre: Undisclosed.

Engine: Unity 2021.x.

Platforms: Undisclosed.

Duration: 18 months. Undisclosed Release Date.

Team Size: 25-30 at Nomada Studio.

Website: www.nomada.studio

Roles & Responsibilities

 

Combat Design:

  • Conceptualized and prototyped combat systems and mechanics.
  • Conceptualized different enemies for the game.
  • Defined enemy behaviours and AI.
  • Prototyped these enemies using Unity Playmaker.
  • Tested and iterate on previous prototypes.
  • Implemented and tested combat arenas in the game's levels.
  • Worked closely with programming, art, animation, music and QA teams to create fully functional prototypes.

TAPE: Unveil the Memories

TAPE is a psychological horror game for PC, PS4 & PS5 with time puzzle mechanics and deep narrative, in which you’ll have to help Iria discover the location of her father who disappeared years ago.

 

Using an old Super8 camera, Iria will be able to affect the time of the objects around her, exploring her deepest memories while resolving puzzles and escaping from the nightmares that dwell in her past.

 

Genre: Narrative & Puzzle.

Engine: Unreal 4.25.

Platforms: PC, PS4 & PS5, Nintendo Switch.

Duration: 4 years. Published on 2022.

Team Size: 4~16 at BlackChiliGoat Studio.

Website: TAPE: Unveil the Memories on Steam

Recognition:

Most Innovative Game PlayStation Awards 2017.

Best Game DevContact 2018.

Best Elevator Pitch Guerrilla Game Festival 2019.

Roles & Responsibilities

 

Production:

  • Scheduled and supervised all game development, from start to finish.
  • Met and negotiated periodically with product owners and clients from Sony Iberia and PS Talents.
  • Developed and maintained studio relationships with key actors from the gaming industry.
  • Coordinated the team leads and the overall development of the game.
  • Acted as Scrum Master, establishing objectives and maintaining the team's Trello boards.
  • Checked in with team members, hosting meet-ups and evaluating team members statuses.
  • Mediated, resolved and follow up on team conflicts.

 

Creative Direction:

  • Led the preproduction and production cycles, developing and establishing the main key features of the game.
  • Supervised the creation and maintained the overall artistic vision of the game.
  • Coordinate the marketing strategies for the game.

 

Narrative Design:

  • Wrote the script and narrative of the game.
  • Created the 3 main storylines, 10 characters, full dialogues, documents, video scenes and the narrative flow of all 4 levels (around 250k word count)
  • Tested and evaluated the narrative flow of the game with different testing sessions.

 

System Design:

  • Designed the main mechanic of the game, the time-rewinding camera, and the design flow for puzzle creation and difficulty leveling.
  • Designed the AI for the game, from concept to full implementation.
  • Designed the behavior tree for the main enemy.

 

Level Design:

  • Designed and supervised the implementation of the 4 levels of the game.

 

Puzzle Design:

  • Designed and supervised the implementation of the 30+ puzzles of the game.

 

UX/UI Design:

  • Designed the game menu, game user interface and camera display.

Firewall

RHO is a worldwide group of hackers who unite freely to work together, performing attacks and industrial espionage, gathering sensitive information in companies and organizations, both private and governmental.

 

With Firewall, not only the future of your organization will depend on your day to day actions. You are about to live the greatest interactive story based on real events to protect the world from RHO.

 

Genre: FMV & Puzzle.

Engine: Custom Engine.

Platforms: PC, Smartphones, Tablets & WebBrowsers.

Duration: 6 months. Published in 2020.

Team Size: ~12 at Aiwin.

Website: aiwin.io/en/firewall

Roles & Responsibilities

 

Narrative Design:

  • Wrote the script and narrative of the game.
  • Created the main storylines and script for 12 characters, full dialogues, video scenes and the narrative flow of the game (around 50k words count).

 

System Design:

  • Designed and adapted the core mechanic, point systems and gamification for the game.

 

Puzzle Design:

  • Designed the puzzles of the game.

SHE

Every day we make about 17,500 decisions during working hours, but only 32 of them are conscious. Will you be able to finish the development of SHE in time?

 

SHE is an artificial intelligence that aims to make informed and objective decisions thanks to you. Face the consequences of your own decisions in your professional and personal life, in a universe where diversity and inclusion will be key to achieving the project’s objectives.

 

Genre: FMV & Puzzle.

Engine: Custom Engine.

Platforms: PC, Smartphones, Tablets & WebBrowsers.

Duration: 7 months. Published in 2019.

Team Size: ~12 at Aiwin.

Website: aiwin.io/en/she

Roles & Responsibilities

 

Narrative Design:

  • Wrote the script and narrative of the game.
  • Created the main storylines and script for 14 characters, full dialogues, video scenes and the narrative flow of the game (around 60k words count).

 

System Design:

  • Designed and adapted the core mechanic, point systems and gamification for the game.

 

Puzzle Design:

  • Designed the puzzles of the game.

Enigma Madrid: Ciencia

Dr. Anning is missing! Find her with the help of Pérez the Assistant and Neand the Caveman. Follow her steps solving puzzles and learning about paleontology, antropology and geology using your smartphone.

 

Visit the Museum of Natural Sciences of Madrid and explore the Paleontology and Geology areas with Enigma Madrid Ciencia, an Augmented Reality experience.

 

Genre: FMV & Puzzle.

Engine: Unity 5.6.1.

Platforms: Android & iOS.

Duration: 7 months. Published in 2019.

Team Size: 4~6 at Padaone Games.

Website: www.padaonegames.com

Roles & Responsibilities

 

Assistant Production:

  • Established relations and met with key actors from the Museum of Natural Sciences.
  • Interviewed and met periodically with product owners and clients from the Museum of natural Sciences, establishing the design and development objectives.
  • Coordinated and supervised the design and implementation of the main mechanics.
  • Coordinated the art and programming teams.

 

Narrative Design:

  • Wrote the script and narrative of the game.
  • Created the main storylines and script for 3 characters, full dialogues, and the narrative flow of the game (around 40k words count).

 

System Design:

  • Conceptualized and designed the game's point system.

 

Puzzle Design:

  • Designed and implemented 2 different match blocks type puzzles.
  • Designed and implemented an augmented hide & seek type puzzle.

GAME JAMS & OTHER PROJECTS

4lways - GGJ2021

A game about 4 lost strangers that share the same mind, the same way. All of the strangers share movement input. Reunite, find yourselves and find your way out.

 

Game develop during the Global Game Jam 2021, using the theme Lost & Found.

Genre: Narrative & Puzzle.

Engine: Unity 2020.x.

Platforms: PC

Duration: 72 hours. 2021.

Team Size: 3

Website: globalgamejam.org

Roles & Responsibilities:

  • Production
  • Game Writing
  • Game Design
  • UX/UI Design
  • 2D Art
  • Animation

Mind the Gap - GGJ2020

You are a subway employee who can read the passenger's minds. Learn about their problems and connect them with whom may help them repair their lives.

 

Game develop during the Global Game Jam 2020, using the theme Repair.

Genre: Narrative & Puzzle.

Engine: Unity 2019.x.

Platforms: PC

Duration: 72 hours. 2020.

Team Size: 4

Website: globalgamejam.org

Roles & Responsibilities:

  • Production
  • Game Writing
  • Game Design
  • UX/UI Design

Titi's Castle - GGJ2019

A game about a virus and a castle. Fill all the organs and reach your home. Sometimes, your castle maybe in another princess.

 

Game develop during the Global Game Jam 2019, using the theme What Home means to you.

Genre: Puzzle.

Engine: Unity 2018.x.

Platforms: PC

Duration: 72 hours. 2019.

Team Size: 7

Website: globalgamejam.org

Roles & Responsibilities:

  • UX/UI Design
  • Game Design

_slabonia. - GGJ 2018

A game about two robots, who need to cooperate to send a distress signal before the time runs out. Control each robot with each thumbstick and use their special abilities to beat the timer.

 

Game develop during the Global Game Jam 2018, using the theme Transmission.

Genre: Puzzle.

Engine: Unity 2017.x.

Platforms: PC

Duration: 72 hours. 2018.

Team Size: 4.

Website: globalgamejam.org

Roles & Responsibilities:

  • Game Design
  • Game Writing
  • UX/UI Design
  • 2D Art
  • Sound Design

Gnurr - Student Project

Gnurr is a 2.5 platform game where Izzie, a human turn into a ball of fluff, travels through plenty of worlds with the help of different tools and abilities to fight the Tardigrades, a dangerous empire of microorganisms that tries to dominate the world.

 

Game develop as a Final Project for my Master Degree in Videogame Design at Complutense University of Madrid.

Genre: Metroidvania.

Engine: Unity 5.5.1.

Platforms: PC

Duration: 6 months. 2017-2018

Team Size: 4.

Website: youtube.com

Roles & Responsibilities:

  • Game Design
  • UX/UI Design
  • 2D Art
  • 3D Art

Poseidon's Tantrum - R. Franco Game Weekend

In Poseidon's Tantrum, you must protect your beach from the pest of human kids who wants to build sand castles. Click on the castles to destroy them, but be fast, it's summer and the humans are coming!

 

Game develop during the R.Franco Game Weekend jam, using the theme Summer.

Genre: Casual.

Engine: Unity 5.5.

Platforms: PC, Android & iOS.

Duration: 72 hours. 2017.

Team Size: 4.

Website: vimeo.com

Roles & Responsibilities:

  • Production
  • Monetization
  • Game Design
  • UX/UI Design

Chromadelic - GGJ 2017

In Chromadelic you have to follow the rhythm and mimic the pulses of your enemies to reach the end of the game. The enemies will create colored pulses to detect you, avoid them by changing to the right color before they reach you. Get to the portal to advance to the next level. Follow the beat to change color at the right moment.

 

Game develop during the Global Game Jam 2017, using the theme Waves.

Genre: Music & Puzzle.

Engine: Unity 5.5.

Platforms: PC.

Duration: 72 hours. 2017.

Team Size: 6.

Website: globalgamejam.org

Roles & Responsibilities:

  • Game Design
  • Game Writing
  • UX/UI Design
  • 2D Art

3 Days - GGJ 2016

Have you ever wonder why do we do so many rituals throughout the day? Why we never stop? Every action has its consequences, but when we break a ritual, consequences might be tough. In 3 Days, a group of people crosses a border every single day, and the player has the opportunity to keep on with this already established ritual, or try something new.

 

Game develop during the Global Game Jam 2016, using the theme Ritual.

Genre: Narrative.

Engine: Unity 4.7.

Platforms: PC.

Duration: 72 hours. 2016.

Team Size: 5.

Website: globalgamejam.org

Roles & Responsibilities:

  • Game Design
  • Game Writing
  • UX/UI Design
  • 2D Art

SKILLS

Game Design:

Narrative Design.

Combat Design.

Level Design.

Game Writing.

System Design.

UX/UI Design.

Puzzle Design.

Gamification.

General Game Design.

 

Production:

Production Pipelines.

Team Management.

Creative Direction.

Scrum Development.

Product Ownership.

KPIs Tracking and Evaluation.

Mediation.

 

Research:

QA testing.

Usability Design.

Data Analysis.

 

Languages:

Born in Spain.

Fluent in Spanish and English.

 

SOFTWARE & TOOLS

Game Development Engines:

Unreal Engine 4.

Unity 3D.

Construct 2.

Game Maker.

Twine2.

Adventure Game Studio.

 

Programming Languages:

Unreal Engine Blueprints.

Unity Playmaker.

C#.

HTML.

 

Source Control:

Perforce.

GitHub.

 

Production:

Jira.

Trello.

TeamGantt.

Asana.

Microsoft Office (Excel, Powerpoint, Word).

 

Design:

Adobe Suite (Photoshop, Illustrator, Premiere, XD).

Autodesk 3ds Max.

ABOUT ME

Hello there! Thank you for reaching this far in my portfolio.

 

My name is Jose Massa, and I'm a videogame designer.

 

Since I was a child, I have been interested in making games. Not only I loved videogames and board games, but I made my own whenever I can, from pen & paper roleplaying games to board games and more.

 

A few years into almost adulthood, I became a Design Graduate with a mention in Videogames and New Media. I got lucky and got into the game industry by developing educational games for children and designing gamification systems for schools and companies. Then I decided to specialize and earn a Master Degree in Videogame Design and Developing.

 

Being a restless learner, I'm always trying to improve my craft and enjoy making games on my own or with friends, prototyping ideas and game concepts just for fun, as well as participating in game jams and other game related events.

 

I'm currently working as a Generalist and Combat game designer at Saber Interactive in Evil Dead: The Game and in an new Undisclosed project.

 

If you're a recruiter, work at a human resources department, or I have made contact with your company, feel free to check my social media and resume under my contact info.

 

I'm eager to hear from you!

Contact Info

Jose Massa 2023 ©

JOSE MASSA  - GAME DESIGNER

PORTFOLIO

RESUME