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ENRIQUE SCHWARTZ

I'm a game developer with 6 years of training in game development and in the use of game engines, specialized in Unreal Engine 5 and Unity.
 

Throughout my academic and professional projects, I have worked on gameplay systems, iterative feature implementation, and structured testing
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I hold a degree in Video Game Development and a Master’s Degree in Game Design. My first released game, GHUNTER, received multiple awards and nominations within the industry.
  • LinkedIn
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PROJECTS

GHUNTER

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GHUNTER is a third-person action adventure game in which you play the role of Ghunter, a gnomechef who cooks creatures alive to deliver delicious dishes and become the royal chef of the Kingdom.​

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Task Overview

  • Game Mechanics, combat and enemies.

  • Game feel (UX), combat balance and iteration.

  • Feature testing and gameplay validation.

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Minecraft Education Project

This project consisted of creating two Minecraft worlds with the objective of strengthening the maths and programming competences of 5º and 6º elementary students. 

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Task Overview

  • Gameplay mechanics and level design

  • Testing and user validation sessions

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Military Breaching and Combat Mechanic Design

Design exercise created for a military simulation project. The assignment had two parts:

  1. Designing a realistic breaching system with AI-controlled operators, considering tactical formation, room entry, pathing, roles, and chain of command.

  2. Pitching a new mechanic that could expand the game’s depth — in this case, a suppression and morale-based behavior system integrated with the AI.​

I worked from a clean slate with no prior background in realistic military combat, conducting rapid research to create a clear, functional proposal focused on gameplay clarity, AI-player coordination, and authenticity in room-clearing scenarios.

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Task Overview

  • Designed AI squad breaching behavior from player input to room control.

  • Proposed a new AI-driven combat feature.

  • Focused on clarity, realism, and adaptability.

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Resident Evil: Board Game

​​A tabletop survival horror game inspired by the Resident Evil franchise, designed as a fully playable physical prototype. Players explore a randomly generated mansion, manage resources, face escalating threats, and cooperate under communication limits to escape with the cure.

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Task Overview​

  • Game Design: core mechanics, exploration system and progression.

  • Combat, enemies, and cooperative constraints.

  • Playtesting, iteration, and balance adjustments.

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Creation of two original mobile game concepts.

  • Designing two original gameplay concepts with clear core loops, goals, and player motivations.

  • Expanding one concept with a progression system and live ops features that support long-term retention.

  • Proposing a social or monetization feature that integrates into the game’s core loop.

I worked focusing on creating accessible yet engaging mechanics for casual to mid-core players. The process emphasized clarity, player motivation across short, mid, and long-term goals, and integration of competitive and event-driven systems to reinforce retention and community engagement.

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Task Overview​

  • Designed two original game concepts (Tower Defense Water Park + Endless Martial Arts Fighter).

  • Developed progression, rewards, and live ops for the Tower Defense concept.

  • Proposed a Ranked PvP feature to integrate competition and long-term player motivation.

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OTHER PROJECTS

GULLY'S REEF RAVE

Gully's Reef Rave

Recharged!

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