Hello there! I'm Alonso, an award-winning game producer with over five years of professional experience supporting cross-disciplinary teams to ship PC, console and mobile games on time and on budget.Combining Accredited Scrum Master knowledge with hands-on game development experience, I've helped release titles downloaded over 500k times, ensuring teams deliver features players love while continuously improving processes and workflows.I’m currently looking for full-time, part-time or freelance opportunities as a Producer, Project Manager or Project Coordinator within the games industry or software/tech.Feel free to check out my resume or reach out!

Lead Producer • Smarto Club
June 2020 - November 2025
Smarto Club is an independent game studio creating cozy, narrative-driven experiences.
Managed timelines for 5+ projects from concept to release through Agile methodologies.
Reduced feature implementation time by 25% by creating cross-team pipelines.
Secured over $200,000 USD in funding for the team through grants and publisher/platform deals.
Oversaw project schedules to ensure team met key development milestones on time and on budget.
Facilitated alignment between development, publishing and partner teams by regular status updates.
Ensured compliance with platform regulations to successfully release on PC, consoles and mobile.

Code Help Desk Assistant • NYU Game Center
September 2024 - May 2025
The NYU Game Center is the Department of Game Design at the New York University Tisch School of the Arts.
Provided individual assistance to 30+ students, helping them resolve their programming issues in Unity/C# or Game Maker, and troubleshooting problems through one-on-one sessions.

Release Manager • Lonely House
January 2024 - December 2024
Lonely House is a game studio crafting short, atmospheric horror adventures with cute characters in unsettling worlds.
Spearheaded the launch on new platforms for a previously released title.
Drove cross-team coordination on assets and marketing to execute the launch plan in under 3 months.
Coordinated a merchandise campaign which resulted in 800 plushies sold.

Adjunct Professor • Universidad SEK
August 2022 - July 2023
Universidad SEK is a university with one of Chile's best recognized undergraduate game design programs.
Responsible for two courses focused on game development in the Unity engine.
Taught 20+ students, improving their design, programming and iteration skills through hands‑on lessons and guidance from concept to final project presentations.

Gameplay Programmer Internship • IguanaBee
December 2019 - March 2020
Iguanabee offers co-development services for character-driven titles and has worked for clients such as Hasbro.
Collaborated with a cross-functional team to provide service on a match-3 puzzle mobile game.
Improved Day 1 retention by 10% by working with designers to optimize the first time user experience.

Showcase Committee Member • NYU Game Center
January 2024 - May 2025
The NYU Game Center is the Department of Game Design at the New York University Tisch School of the Arts.
Contributed to organization of the student end‑of‑year showcase by coordinating 100+ game submissions.

Conference Associate • Game Developers Conference
March 2024, March 2025
GDC is a yearly conference brings the game development community together to shape the future of the industry.
Ensured a smooth experience for thousands of conference attendees in a fast‑paced environment.

Volunteer Staff • Games for Change
June 2024
Conference empowering game creators and social innovators to drive impact through digital games and technology.
Supported conference operations by facilitating interactive displays and assisting hundreds of attendees.

Club President • Game Dev Comunidad UC
January 2018 - January 2022
University game development club that reunites over 100 members from different majors passionate about game development.
Supported over 50 members work on the development of 5 games.
Welcomed new participants and mentored them in their first steps into game development.
Participated in the organization of different activities like workshops and game jams.
Participated in university-wide outreach activities to promote the club to new members.
Hosted causal activities like lunches and get-togethers to help members get to know each other better.

Local Site Organizer • Global Game Jam
January 2017 - January 2022
GGJ brings together talented developers from around the globe and challenges them to build a game in 48 hours.
Local site organizer of "San Joaquin Campus" site that welcomed over 100 attendees each year.
Coordinated meeting with authorities to ensure the permission to use spaces and facilities.
Managed purchases of event materials while ensuring to stay within budget.
Oversaw a 10+ person volunteer team, ensuring continuous coverage across shifts.

New York University • Master of Fine Arts, Game Design
2023 - 2025
Recipient of the Take-Two Interactive Scholarship for promising talent and academic excellence in game design.
Creative director and producer for Changelog, a meta-narrative game about game development developed as a thesis project.

International Scrum Institute • Scrum Master Accredited Certification
2024

Pontificia Universidad Católica de Chile • Bachelor's degree, Computer Science, Business Administration
2016 - 2022


Lead Producer
2023 - 2025

Creative Director
2024 - 2025

Release Manager
2024

Producer
2020 - 2021

Becoming A Juggler
A Framework for Sustainably Handling Multiple Projects as a Student and Beyond
2025 • Game Developers Conference, Game Career Seminar
2025 • Woman Game Jam Chile

Production for Tiny Teams
2024 • IGDA Foundation Alumni Weekend
2023 • IGDA Pathfindings

Site Organizer
2017 - 2022

Club President
2018 - 2022

Organizer
2019

Alt. Control Game
2019

Web Game
2015 - 2016
Smarto Club • Lead Producer • 2023 - 2026
Bubblegum Galaxy is a cute building strategy game about rebuilding the galaxy tile by tile. Discover and design new planets, complete missions, explore your office and befriend your co-workers… all while trying to find out who deleted the galaxy!
Situation
After having developed Teacup, Smarto Club's goal was to develop a casual building game in the vein of ISLANDERS and Dorfromantik with a narrative twist. After a year of pre-production and pitching, Smarto Club signed with Astrolabe Games and entered production at the end of 2023.
My Contributions
Scaled the team from 3 developers during pre-production to 18 contributors during full development.
Organized regular playtesting sessions and collaborated with designers to analyze gameplay data from over 100 players.
Oversaw the project from initial concept to content complete build and console certification.
Migrated our team to Notion, developed status dashboards and built a milestone plan for the full project.
Key Results
Secured over $100,000 USD in funding for the team through publisher/platform deals and government grants.
Reduced feature implementation time by 25% by working closely with engineers to create clear cross-team pipelines.
Established Kanban-style processes to successfully conduct the creation of over 25 hours of game content.
Ensured the groundwork for a successful simultaneous release on Steam, Playstation, Xbox and Nintendo platforms.
NYU Game Center • Creative Director • 2024 - 2025
In 2016, a group of ambitious students got together to make the best adventure game ever — but they failed. Discover their story by playing through different builds of their game and reading their development logs.
Situation
Changelog is an experimental meta-narrative game about game development developed as a thesis project over the course of two semesters at the NYU Game Center. While originally pitched as a solo project, the team grew to be composed by 5 students.
My Contribution
Defined the creative vision and core pillars of the game to smoothly on-board collaborators for programming, writing and production.
Recruited Sam Barlow as an external advisor on the game to assist with the non-linear experimental narrative.
Designed mechanics to interleave over 30 elements of narrative content with 6 different versions of a fictional game.
Key Results
Successfully onboarded collaborators mid-development using documented pillars and narrative constraints.
Managed advisor expectations and input during an 8-month experimental production.
Transitioned a student thesis project into a commercially released Steam title within 3 months of graduation.



Lonely House • Release Manager • 2024
Rental is a short and spooky adventure game about the dangers of renting a house in an unknown place.
Situation
Rental was a game originally developed in a month for the 32bit jam in 2022. It received a positive response during the jam, which prompted the Lonely House team to ask for my help re-releasing it on Steam for it to reach a wider audience.
My Contribution
Drove cross-team coordination on assets and marketing to prepare a Steam launch in under 3 months.
Coordinated marketing efforts such as influencer outreach and a merchandise campaign.
Key Results
The game went viral on release, resulting in over 500,000 downloads and more than 5,000 reviews on Steam.
A plushie campaign in collaboration with Makeship based on the game's main character resulted in over 800 units sold.
Smarto Club • Producer • 2020 - 2021
Teacup is a short and wholesome narrative adventure game with a focus on exploration and non-linear progression. Help a small and shy frog on her journey to find the ingredients she needs for her tea party!
Situation
Teacup was Smarto Club’s first game as a team and our first experience releasing a commercial indie game. While two members of the team were working full-time on the project, I was still a full-time student juggling school and production responsibilities.
My Contribution
Pitched the game to potential partners and handled signing with publisher Whitethorn Games.
Responsible for team coordination and communicating with the publisher, making sure tasks were tracked and milestones were met.
Searched for, interviewed and hired contractors for tasks such as audio and additional programming while making sure the budget was respected.
Handled studio administration, including tasks such as consulting with lawyers and accountants to legally form the studio.
Tested multiple task management systems, ultimately advocating for changes that improved team effectiveness.
Key Results
Thanks to smart planning and a modest scope, core development of the game was completed in only 10 months.
Teacup has over 600 reviews on Steam and an Overwhelmingly Positive rating.
To date, the game has sold more than 50,000 copies across all platforms.
A Framework for Sustainably Handling Multiple Projects as a Student and Beyond
2025 • Game Developers Conference
2025 • Woman Game Jam Chile
Watch for free at the GDC Vault.
While sometimes we wish we only had to worry about one thing at a time, the reality is that many of us are constantly working on and balancing multiple projects and responsibilities at all times.While it can be overwhelming, and it's tempting to just "power through" it by working longer hours, this talk will explore how it is possible to practice and get better at juggling multiple projects in a sustainable manner and there is no better inspiration to do this than actual juggling!I developed this talk based on my experience starting a studio while I was still a student and the lessons I learned during that time, such as picking the right projects, using SMART goals to make the best of the time you spend on each project and being patient about how you gradually take on new projects.It was my first time as a speaker at the Game Developers Conference, but it was extremely gratifying to be able to speak a room of over 300 attendees and receive a final evaluation rating that was 95% Excellent/Good.



2024 • IGDA Foundation Alumni Weekend
2023 • IGDA Pathfindings
Watch on Youtube
In tiny teams of 5 or less developers, it's common for each developer to have to wear multiple hats. One of those hats is the "producer" hat, and while it's a key component to successfully developing a game, time spent wearing that hat is also time that could be spent working on tasks such as programming, art, marketing, etc.Based on my experience working at Smarto Club with a core team of 3 developers, I outline what tips, tricks and shortcuts I learned to become better and more efficient at my job as a producer, making sure to make the best of fact we were a tiny team.


Site Organizer • 2017 - 2022
Situation
Global Game Jam is one of the biggest game jams in the world. Our university’s game development club has been hosting GGJ ever since 2015. I went from being a jammer in 2016, to helping with the preparations in 2017-2018 and finally leading the organization in 2019 after the senior members of the club had departed.
My Contribution
Coordinated and attending meetings with university authorities to request permission to use spaces.
Planned and kept track of the budget, shopped for snacks and other supplies for jammers.
Handled online jammer registration and organized volunteer team.
Took photographs and edited a video showing off the event.
Key Results
Our site grew to become one of the biggest sites in Chile, with 150+ participants making 25+ games each year.
Successfully handled the transition from an in-person to an online jam site during the pandemic.


Club President • 2018 - 2022
Situation
GameDev Comunidad UC is my university’s game development club, established in 2014. The club organizes multiple activities such as talks, workshops and game jams. I joined the club when I started my undergraduate in 2016, and in 2018 I became the president.
My Contribution
Participated in university-wide outreach activities to promote the club to new members.
Welcomed new participants and mentored them in their first steps into game development.
Participated in the organization of different activities like workshops and game jams in addition to weekly club meetups.
Hosted causal activities like lunches and get-togethers to help members get to know each other better.
Spearheaded the creation of the “Development Team”, a initiative that aims to form student development teams and learn game development.
Key Results
Grew the club from 50 to over 100 active members.
Helped organize 10+ workshops that taught introductory game development to dozens of participants.
During my team as president, the Development Team saw over 50 members, many of them new to game development, work on the development of 5+ games.


Organizer • 2019
Situation
GameDev Camp was a week long introductory game development course for high school students. The classes covered a variety of topic such as game design, audio, programming, and art, and mixed hands-on digital assignments with pen and paper activities.
My Contribution
Talked with university authorities to get permission to use computer labs and to host an activity for high school students.
Planned and designed introductory game development classes.
Handled the logistics and budget for food and other materials
Key Results
Successfully organized our first event for high school students after previously only having organized events for college students and adults.
The week finalized with a game jam based on the theme “bounce”, in which over 20 students created 5 games.


Sole Developer • 2019
a fragile reminiscence is a first person alternative controller puzzle game about exploring the labyrinth of a dying patient's mind to recover a precious memory.
Situation
I had always been passionate about alternative controller games, but never had attempted to make one myself. At the end of 2019, I decided to challenge myself and use the electronics skills I had developed to make a cube-like controller with LED lights. At the same time, I was experimenting with making my own custom 3D engine, and decided to combine these two activities and make a puzzle game.
My Contribution
Developed a custom 3D engine inside Construct 3 using the Javascript scripting feature.
Designed, programed and soldered a custom alternative controller using components such as an Arduino Nano, a Neopixel LED Ring, and the BT05 Bluetooth Module.
Used a Aeon VEGA10 Laser Cutting Machine to create the enclosure for the controller.
Programmed 2-way communication between the game and the controller via a Bluetooth module and the Web Bluetooth API.
Prototyped and designed a simple level inspired by the puzzles in games like The Witness.
Key Results
Developed a functional 3D engine and alternative controller prototype in two months.
Honorable mention for alt.ctrl.gdc 2020.
Sole Developer • 2015 - 2016
Dreams and Reality is a personal hand drawn platformer about climbing your dreams.
Situation
Dreams and Reality was developed between 2015 and 2016, my senior year at high school and my first year at college. It was a project born from my frustration after having failed at developing a bigger and more ambitious game. I wanted to make something small, but as polished as possible.
My Contribution
Prototyped and designed the entire level and narrative.
Created hand drawn art for the game using charcoal and watercolor pencils, which was later scanned and cleaned up digitally.
Programmed the game’s mechanics and events in the Construct 2 engine.
Worked with a remote composer for the game’s soundtrack and SFX under revenue share.
Handled marketing on social media for the game’s release.
Key Results
Released the game to positive reviews on platforms such as Kongregate and Newgrounds.
One of the highest rated games on the official Construct Arcade.
Earned revenue by licensing the game to web game portals such as Coolmath and Armor Games.