Hello, I'm Aitor.
A game & level designer who ships, and builds what he designs.

01
Who I Am
I'm Aitor Morales, a game & level designer based in Madrid. I studied Software Engineering and then Game & Interactive Media Design at U-tad, which is why I've never fully picked a side between design and code. That mix became the job.
Today I'm a designer and developer at Gimica, a JustPlay studio, where I build gameplay features that ship across a portfolio of live mobile games, working shoulder to shoulder with art, engineering, product and QA. Before that I co-founded Honey Bun Games, where we made Love at First Bite, and I spent two years with film studio Bliss Pictures building the playable demo of "Luzia: Rainbow in the Darkness."
02
How I Think
I like owning a feature end to end: from the spec, through the prototype, into implementation and QA, and out to an A/B test that tells us whether it actually worked. Design isn't finished when it's written; it's finished when players feel it.
Design DNA
Papers, Please × Reigns = Love at First Bite
Every game I make starts as a collision. Take the suspicious reading of documents from Papers, Please, the swipe-or-die tension of Reigns, wrap it in a dating app, and you get a vampire deciding whether tonight's match is a partner, a friend, or dinner.
Systems thinking is the throughline. The best feature, level or economy tweak is one that composes cleanly with everything else: reusable, tunable, and readable by the rest of the team.
03
The Skill Tree
Three branches, unlocked the slow way: by shipping.
Design
- Level DesignHundreds of authored levels. Curves that teach through play, not tutorials.
- Systems DesignBoosters, combos, reward loops. Build it once, ship it into game after game.
- Game EconomyF2P economies and pacing that respect the player's time.
- Adaptive DifficultyDifficulty that reads the player instead of punishing them.
Build
- Unity & C#Home engine. I ship what I spec, solo, prototype to release.
- Godot · Babylon.jsWhatever the feature needs. The tool is not the point.
- PrototypingA rough playable beats a perfect document. Always.
- Tools & SystemsEngineered so the rest of the team can reuse them without asking me.
Ship
- LiveOpsFeatures that keep breathing long after launch day.
- A/B TestingHypothesis to rollout. Design isn't done until the data agrees.
- KPIs & TelemetryRead the numbers, then go read the players.
- Specs & GDDsDocs a team can actually build from, not docs that win arguments.
05
Off the Clock
Proactive, allergic to boredom, and happiest with a problem to chew on. Outside work you'll find me behind a camera, pulling a film apart shot by shot, or cooking something ambitious enough to go wrong.