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Portrait of Aitor Morales

Aitor Morales

Game Designer · Level Designer · Technical Designer

Madrid, Spain · EU citizen · open to remote or relocation

Game and level designer who ships, and builds what he designs. Designer and developer at Gimica, a JustPlay studio, shipping systems, economy and level design across 50+ live mobile free-to-play games with 25M+ downloads and 500K+ daily players. I own features end to end (design, prototype, build, QA and A/B test) in Unity, C#, Godot and Babylon.js, working closely with art, engineering, product and QA. Co-founder of the indie studio Honey Bun Games.

Experience

Game & Level Designer / Developer · Gimica (JustPlay)

Case study →
Feb 2025 to Present · Berlin (remote)
  • Game designer and developer at a JustPlay casual studio spanning 50+ live mobile free-to-play games (25M+ downloads, 500K+ daily players).
  • Design and ship reusable systems (game economy, boosters, rewards, core game loops, adaptive difficulty) that are integrated across multiple titles by teams around the studio.
  • Own features end to end: design, prototype, build (Unity, C#, Godot, Babylon.js), QA and A/B testing driven by KPIs and telemetry.
  • Authored hundreds of levels; run LiveOps experiments from hypothesis to rollout, working day to day with art, engineering, product and QA.

Systems Design · Game Economy · LiveOps · A/B Testing · Unity · C# · Godot · Babylon.js

Game Designer & Co-founder · Honey Bun Games

Project →
Oct 2023 to Feb 2025 · Madrid
  • Co-founded the studio and led design on "Love at First Bite," a narrative dating sim, from game-jam prototype to a Steam-bound release in Unity (PC, Android and iOS).
  • Took the project through the PowerUp+ pre-incubation program: production planning, pitch and business development.
  • Worked alongside co-founders across art, narrative and engineering; secured coverage from Pocket Gamer and Gamereactor.

Game & Level Designer · Bliss Pictures

Dec 2021 to Sep 2023 · Barcelona / remote
  • Joined as development consultant advising leadership on process and design direction, then moved into game and level design for the playable demo of "Luzia: Rainbow in the Darkness."
  • Owned mechanics, systems, GDDs and in-engine prototypes, partnering with a film studio's directors, artists and animators.
  • Built levels (layout, terrain, lighting, pacing), balanced difficulty and progression, and scripted cameras and cutscenes.

Intern · Pyro Mobile Games

Mar 2016 · Las Rozas de Madrid
  • Labor immersion in the daily work of game designers and QA testers.

Selected Projects