Game designer · Producer · Systems thinker

From ambitious worlds to workable systems.

I'm Yuri Escalera. I help turn creative vision into clearly defined game mechanics, thoughtful player experiences, and production-ready plans—connecting design, technical teams, and the people building the world.

Design ↔ DeliveryBetter
worlds.
Intentional systems
Player experience
Systems design
Production plans
Iterate & validate
Selected contribution479 location descriptions
Quest update scope16 faction quests
Production planning3 milestone timetables
PlatformsRoblox · Unreal Engine
Selected work / 2021–2026

Projects & case studies.

A mixture of shipped titles, preproduction plans, ongoing team projects, and personal prototypes. Each case study focuses on responsibilities, methods, and what was actually delivered.

Original editorial illustration for Lionhearts: CrusadeCase study 01 / Game design
Live game / RobloxReleased

Lionhearts: Crusade

Quest authoring, NPC design, worldbuilding, live balancing, and quality assurance for a multiplayer medieval RPG.

Original editorial illustration for SHOEBOTSCase study 02 / Production
Preproduction / Production designOn indefinite hold

SHOEBOTS

Systems documentation, feature decomposition, dependencies, and production timetables for an unreleased sci-fi project.

Original editorial illustration for Lionhearts on SteamCase study 03 / Game design
In development / Unreal EngineIn development

Lionhearts on Steam

Collaborative systems and world-design planning for a medieval multiplayer simulation distinct from Lionhearts: Crusade on Roblox.

Original editorial illustration for Slayers Unleashed IICase study 04 / Narrative design
Beta / RobloxBeta

Slayers Unleashed II

Narrative planning, quest-related work, and design support for an anime-styled action RPG.

Original editorial illustration for BannerfallCase study 05 / Technical design
In progress / RobloxIn development

Bannerfall

Environment support, Roblox Studio workflows, and reusable tools for generating detailed architectural elements.

Original editorial illustration for Thaumatic SeasCase study 06 / Technical design
Personal prototype / Unreal EnginePrototype

Thaumatic Seas

An independent Unreal Engine prototype exploring elemental reactions, equipment, enemy AI, and nautical exploration.

How I work

Ideas need more than a great pitch.

My work often sits between disciplines. I care about understanding what the player should experience, making that intent technically legible, and giving collaborators the information they need to build and test it.

See a production example
01

Design for player behavior

Define incentives, gameplay loops, states, and edge cases—not only a feature's ideal use.

02

Document for the next discipline

Give engineering, art, UX, and QA clear responsibilities, constraints, dependencies, and acceptance criteria.

03

Respect production reality

Break large ambitions into achievable milestones and keep unimplemented plans distinct from completed work.

04

Test, communicate, improve

Use feedback, QA, prototypes, reports, and practical tools to surface problems early.

Professional background

Where I've contributed.

Creative direction, hands-on documentation, and production work across remote and cross-disciplinary teams.

September 2024 — Present

Senior Partner · Producer

GrandFinale

Concept investigation, development planning, technical research, and production reporting, including work on SHOEBOTS and Bannerfall.

January 2024 — December 2025

Lead Game Designer

Credenzio Studios

Design and narrative work for Lionhearts: Crusade, Slayers Unleashed II, and Lionhearts on Steam, with earlier involvement in quest design and QA.

Collaboration / Opportunity

Let's make the next
idea buildable.

Interested in game design, systems design, narrative, production, or technical collaboration? I'm happy to discuss the thinking and deliverables behind these projects.

Start a conversation