
bobbygarzagames.com
Technical Game Designer
Roberto "Bobby" Garza III
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Games
PERANNIMAE
Tools Used: C++, Blueprint
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Designed experimental gameplay mechanics and combat loops
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Created multiple prototypes for proof-of-concept systems to ensure player satisfaction
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Implemented and studied enemy AI behavior and combat systems
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Led mass playtesting sessions and surveys to iterate and fine-tune design
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Authored team-wide documentation, including GDDs and feature specifications
ORBLITERA
Tools Used: C++, Blueprint
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Created core gameplay mechanics and designed multi-layered interactions
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Implemented technical systems by way of independent gameplay managers
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Optimized enemy performance to allow for smooth gameplay experiences
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Created enemy swarm behavior from scratch
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Held multiple playtesting sessions and studies to ensure satisfying gameplay
Fire For Effect
Tools Used: Blueprint
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Prototyped and designed highly experimental combat & interaction system
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Involved manual reloading of weapons, movement of physics objects, and inventory management
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Maintained intensive networks of individual systems to fully interact with each other
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Designed tutorial level with arenas
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Held large playtests and group discussions to improve gameplay and gather iterative improvements
Industry References

Matt Ward
Cinematic Director - Gearbox Software
Formerly Cinematic Director - Bungie

Stephen Palmer
Former Development Director - Unity Technologies
Former Senior Producer - Gearbox Software, Certain Affinity
About Bobby

Hi there! I'm Bobby, nice to meet you!
I am a technical game designer invigorated by groundbreaking game design and developing the mechanics and systems behind them within the game itself! I love rapid prototyping and iteration, ensuring that freshly designed games are as fun and satisfying as can be, and building out the foundational systems to ensure a smooth and sensible production to shipment!
I am a recent graduate from Texas A&M University with both a masters and bachelors degree in visualization, with a focus in game development, of course! I have served as the Lead Game Designer at the TAMU LIVE Lab, coordinating with all teams across the pipeline, and navigating my design team through various client-facing projects to delivery.
I also served as the President of Chillennium 2026, the world's largest student run collegiate game jam, annually hosted at Texas A&M! Here, I had the opportunity to coordinate and lead a large team of officers and volunteers to hold a massive weekend-long game jam of over 300 student attendees from all over the world, along with over 60 industry mentors and judges. This truly was a massive achievement, and one of the brightest highlights of my life!
Among developing my solo projects, I also created a startup studio on the side called Crown Black, in which my friends and I collaborate on larger hobbyist dream-projects. Here, I also serve as both the Technical Designer, and Producer, carefully navigating our team of 8 through our various endeavors which we hope to share with the world soon!
Hard work and problem solving keeps me happy, and socializing and laughter is a must for my day-to-day life! I love learning new topics and disciplines, practicing a bunch of new skills (both practical and impractical), and finding each and every joy in life, even in those hard-to-reach places! I adore tabletop RPGs (so much so that I even play solo!), journaling and writing, as well as stage acting, and currently dabbling in content creation! There's a new hyper-fixation every month, as I love to keep myself guessing.
Game development is my primary passion, however, and I strive to break the mold by improving my knowledge and skills, working closely and diligently with my team, and bringing unprecedented entertainment to players all over the world, with experiences unlike any other!
Thank you for checking out my website, and I hope to work with you soon!
- Bobby!


