MARK RIBEIRO

Game Designer, Rio de Janeiro

Hi, I'm Mark. I design mobile games.

Over the past 5+ years I've worked across systems and combat design, progression and economy, and Live Ops on mobile F2P titles. Currently designing Card Guardians at Tapps Games. Previously at Pixodust, Futster and Campus Studio.

Portrait of Mark Ribeiro
01

Professional Work

Mobile F2P and live-service titles shipped professionally.

02

Personal Projects

Independent games and game jam projects made with friends.

03

About

I'm a game designer based in Rio de Janeiro with 5+ years of experience across mobile F2P and live-service titles. I move comfortably between disciplines: combat and systems design, progression and difficulty balancing, economy design, and Live Ops content that keeps games engaging long after launch.

Day to day, that means prototyping mechanics, tuning numbers in spreadsheets and in-engine, running A/B tests, and reading player data to figure out what's working and what isn't, then implementing the fix directly in Unity or Unreal alongside engineering, art, UX, and product.

I'm a Computer Science graduate from PUC-Rio. Outside my day job, I make time for game jams and indie prototypes with Prisma Game Lab, including an SBGames 2021 finalist.

Design
Gameplay Design Systems Design Combat Balancing Progression Design Economy Design Live Ops
Data & Insight
Player Retention & Engagement A/B Testing Data Analysis Gameplay Iteration
Tools & Tech
Unity Unreal Engine Firebase Google Sheets Figma Miro C# C++ Python
Languages
Portuguese, native English, fluent German, basic Spanish, basic
04

Experience

Jun 2025, Present
Game Designer @ Tapps Games
Designing and balancing the core economy, card combat, and progression systems of a mobile roguelike deckbuilder, plus Live Ops content shaped by player segmentation and community feedback.
Jan 2024, Jun 2025
Game Designer & Product Owner @ Pixodust
Balanced gameplay systems, progression loops, and Live Ops features for mobile F2P titles, driving a 15% increase in Day-1 retention and a 50% lift in monetization performance through data-driven iteration.
Apr 2022, Sep 2023
Game & Economy Designer @ Futster
Designed and balanced in-game economies using data-driven simulations, built tools to predict currency flow, and kept long-term progression stable.
Feb 2021, Apr 2022
Game Designer @ Campus Studio
Designed gameplay, progression, and economy systems for mobile titles, including an idle battle game built in Unity, before the project was discontinued.
Aug 2020, Jan 2022
Game Designer & Producer @ Prisma Game Lab
Developed gameplay prototypes and led agile production for independent and jam projects, coordinating design, programming, and art through sprint planning.
SBGames 2021 Finalist, Mobile Game category, for Sweet Punch (Prisma Game Lab)
05

Let's build something fun.

Open to full-time roles. Based in Rio de Janeiro, Brazil, happy to chat across time zones.