Eduardo Cabrera

Eduardo Cabrera

About

Detail

Product Designer | Unreal Engine 5 & Unity Specialist | Blending Art, UX & Code to Create Immersive Player Experiences
Provincia de Panamá, Panama

Contact Eduardo regarding: 
work
Full-time jobs
Starting at USD70k/year
Flexible work
Starting at USD40/hour

Timeline


work
Job
school
Education
folder
Project
auto_stories
Publication

Résumé


Jobs verified_user 0% verified
  • Mid Games
    Creative Director
    Mid Games
    Nov 2024 - Oct 2025 (1 year)
    As Creative Director, my responsibility is to create and implement all assets in any web game we develop. These titles are targeted at low-end devices and as such we had to navigate constraints around memory and shader usage so that assets have low memory footprint and the least amount of triangle count and draw calls as possible. Titles launched include a remake of Cubes2048 with over 10 million players. At Mid Games, our goal was to redefine game development in the era of AI with fast development cycles. Our tech stack included GitHub for source control and various AI models for the production of assets and code. We experimented with Pandas to achieve results, and Python was used as a programming language for production and database manip
  • Diligent
    Senior Design Auditor
    Diligent
    Nov 2021 - Dec 2021 (2 months)
    Led a team of UX Designers to audit Diligent s line of corporate board governance products. The process included interviewing key stakeholders to gather information on potential usability, learnability, memorability and efficiency problems, compiling all the findings into a report with recommended solutions to the problems found. The report was later presented to key stakeholders.
  • ANIMO Industries inc
    Game Developer & Cofounder
    ANIMO Industries inc
    Nov 2021 - Current (4 years 7 months)
    Led the creation and development of the ANIMO IP, including worldbuilding, character design, and game systems, ensuring consistency across multiple titles (multiplayer shooter, single-player campaign, and co-op extraction). Directed UI/UX, art, and gameplay prototyping, collaborating across disciplines to define core player experiences. Achieved $4M in presales and shipped a third-person shooter for PC, establishing the IP as a scalable multi-title franchise.
  • ANIMO Industries inc
    CEO & Cofounder
    ANIMO Industries inc
    Nov 2021 - Mar 2025 (3 years 5 months)
    As CEO & Cofounder, I was instrumental in leading the company from its inception through significant growth. My responsibilities encompassed comprehensive strategic planning, business development initiatives, and effective management of all operational aspects. I also played a key role in fundraising efforts, securing the necessary capital to fuel our expansion and innovation. My involvement extended to the creative and user-focused domains, where I contributed to design, UX design, and UI design to ensure our products offered exceptional user experiences. Furthermore, I maintained consistent phone communication with stakeholders and managed project lifecycles from conception to completion, including meticulous scheduling. The company’s jou
  • Wargaming MS
    UX Designer
    Wargaming MS
    Jun 2021 - Nov 2021 (6 months)
    Contributed to the UX team on an unreleased third-person shooter for iOS and Android. Designed and animated the chest opening experience, and in-game HUD animations which improved clarity and satisfaction. Designed and implemented onboarding flow that reduced tutorial drop-off and increased early retention.
  • Crytek
    Lead UX Designer
    Crytek
    Nov 2018 - Jun 2021 (2 years 8 months)
    Contributed to the development of the CRYENGINE editor by designing and evaluating features through user research, upgrading the visual style and iconography with Qt/QSS, and developing high-level concepts for major feature sets, implemented with C++/Qt. Took the initiative to establish a dedicated product team. Outcomes included improvements released in CryEngine 5.6 and 5.7, which delivered more stable workflows and tooling widely praised by the developer community.
  • Selfemployed
    UX Designer
    Selfemployed
    Aug 2016 - Nov 2018 (2 years 4 months)
    Collaborated with studios and individuals on design and branding projects. Notable work includes graphic and UX design for 2K's Battleborn, brand identity and content design for creators such as Duncan Shields, and visual development for multiple YouTube shows. Contributed to both shaping new brands and enhancing existing ones by defining visual style, UI flows, and content presentation.
  • activision
    User Research Assistant
    activision
    Jan 2016 - Jun 2016 (6 months)
    Tasked with conducting research studies for Call of Duty Zombies game mode. This included Infinite Warfare, Black Ops III and Modern Warfare Remastered. Additionally assisted other teams with research on projects like Skylanders and Ghostbusters. Work included running playtests with up to 64 participants at a time where features and gameplay were tested for usability issues. Playtest insights directly supported feature design in Call of Duty Zombies.
  • activision
    Junior User Research Assistant
    activision
    Jan 2016 - Jun 2016 (6 months)
    ● Tasked with conducting research studies for Call of Duty Zombies game mode. This included Infinite Warfare, Black Ops III and Modern Warfare Remastered ● Assisted other teams with research on projects like Skylanders and Ghostbusters.
  • Epic Games
    UX Lab Analyst
    Epic Games
    Apr 2015 - Oct 2015 (7 months)
    Moderated research studies for Fortnite and Paragon, groups of up to 64 participants would test the game in order for us to study potential usability problems and market fit. The studies utilized an array of methods such as surveys, user interviews and biometrics to measure results in several ways, allowing us to gather quantitative data from a large sample of qualitative observations. Findings influenced early UX direction for Fortnite and Paragon.
  • Epic Games
    UX Lab Analyst (Contract)
    Epic Games
    Apr 2015 - Oct 2015 (7 months)
    Moderated research studies for Fortnite and Paragon, groups of up to 64 participants would test the game in order for us to study potential usability problems and market fit. The studies utilized an array of methods such as surveys, user interviews and biometrics to measure results in several ways, allowing us to gather quantitative data from a large sample of qualitative observations
  • Full Sail University User Experience Lab
    User Experience Researcher
    Full Sail University User Experience Lab
    Nov 2014 - Apr 2015 (6 months)
    The Full Sail User Experience Lab (UX Lab) is a part of the Full Sail Game Design Masters (GDMS) program. The UX Lab works on a broad range of projects for organizations and companies involved in information technology, media, video games and other fields. The work done ranges from research and analysis to game design and production. Students who apply and qualify to be interns at the UX Lab go through a five month long internship in which they are exposed to and learn many different skills that are used in the games industry. Some of the disciplines students are exposed to in the UX Lab include (but are not limited to) game design, project management, programming, art and audio, marketing, usability and industry research.
  • L
    Lead Designer
    LoLClass
    Mar 2014 - Nov 2014 (9 months)
    Served as lead designer for LoLClass, an online learning platform for League of Legends players. Directed the visual identity, UX flows, and platform branding, ensuring a consistent look and feel across web, video, and marketing assets. Collaborated with pro players and content creators to design user-friendly interfaces and engaging content layouts that helped the platform stand out in the esports education space. Leveraged GitHub as the primary source control for all project assets, ensuring efficient version management and seamless collaboration among the design and development teams.
  • Game Circus
    Programmer
    Game Circus
    Feb 2013 - Sep 2013 (8 months)
    ● Worked with Unity to deliver requested tasks and features on time and with the level of quality and optimization expected. ● Joined the team to program features from UI to gameplay and ad-delivery systems based on bids with the highest ROI. ● Created AD Management systems based on ad offers with the highest ROI ensuring the game’s were monetized optimally. ● Created and implemented UI for several mobile games, ranging from menu prompts to in-game HUD ● Optimized existing functionality by profiling the game and identifying bottlenecks in GPU and CPU.
  • L
    Volunteer
    Leaguepedia
    Nov 2012 - Dec 2014 (2 years 2 months)
Education verified_user 0% verified
  • Full Sail University
    Master's Degree, Game Design
    Full Sail University
    Jan 2014 - Dec 2015 (2 years)
  • Full Sail University
    Bachelor of Science, Game Development
    Full Sail University
    Jan 2010 - Dec 2012 (3 years)
Projects (professional or personal) verified_user 0% verified
  • S
    Sprout Esports Branding Project
    Nov 2017 - Current (8 years 7 months)
    Explored different branding styles from paper to final drafts, testing it on different mock ups, to find a unique brand that the clients felt best represented them and their team.
  • W
    WTFast Landing Page Concept and Exploration
    Jul 2017 - Current (8 years 11 months)
    Landing page designed for WTFast VPN Service from wireframe to final draft.
  • H
    Hypercase Case Collection
    Jun 2017 - Current (9 years)
    Designed a set of crates for a CSGO Skins Case website called Hypercase.GG inspired by Brock Hofer's Hyperbeast designs.
  • 2
    2GGC Rebranding Project
    Jan 2017 - Dec 2017 (1 year)
    Redesigned the original logo for the tournament series and created a series of sub-brands for each monthly tournament.
  • D
    Duncan "Thorin" Shield's YouTube Collection
    Aug 2015 - Jan 2017 (1 year 6 months)
    Created unique and specialized YouTube graphics for Esports Journalist of the Year, Duncan Shields, better known as "Thorin".
  • B
    Battleborn Factions Infographic
    Feb 2015 - Current (11 years 4 months)
    Battleborn infographic developed for Ubisoft about their (back then) soon to be released title and its playable characters
  • U
    Usability Study for Magicka 2
    Jan 2015 - Current (11 years 5 months)
    Our team conducted usability testing for the game Magicka 2 over the course of four days in January of 2015. This test included think-aloud protocols, NASA TLX (Task Load Index), PES (Player Experience Scale) surveys, and a post-playsession interview to gather both qualitative and quantitative data. Results were compiled, analyzed, and reported to the client. For this project I led and participated in the design of the usability study, recruited participants from the demographic pool, facilitated test sessions and finalized the report which contains qualitative and quantitative analysis of data. I also recorded, and shared gameplay videos through a private channel with game designers. Directly involved in the development of Magicka 2, this
  • U
    Usability Test for Knights of Pen & Paper 2
    Jan 2015 - Current (11 years 5 months)
    Knights of Pen & Paper 2 is a game developed by Paradox Interactive. Over the course of four days, our team conducted usability testing on the game. This test included think-aloud protocols, NASA TLX (Task Load Index), PES (Player Experience Scale) surveys, and a post-play session interview to gather both qualitative and quantitative data. The results were analyzed and compiled in a comprehensive report that was sent to the developers.
  • W
    Weekend At Burney's
    Jan 2015 - Current (11 years 5 months)
    Game entry for the Global Game Jam 2015 (January 23-25, 2015), a world-wide event that challenges the game development community to create as many games as possible in less than 48 hours and share our experiences globally. Weekend at Burney’s is a 2D side-scrolling platformer in which the goal is to escape a secret lab, find your lost sibling and unravel the mystery of evil pastry in the process! - Held at Full Sail University (Central Florida jam site area). - Role(s): Programming, Art, Game Design, Team Lead
  • M
    Multiple Wargaming.net 64 Participant Playtests
    Nov 2014 - Apr 2015 (6 months)
    For these ongoing Wargaming.net 64 Participant Playtests, I worked in collaboration with the research team to schedule sessions and facilitate participants. First, I helped set up the software and hardware for the test location. I also scouted for the target demographic by administering surveys via email, phone, as well as on site recruiting on Full Sail Campus. When the data was collected, I assisted with analyzing the qualitative responses for the draft reports.
  • E
    Elementary Escapade
    Jun 2012 - Nov 2012 (6 months)
    Elementary Escapade is a 3rd-person rail shooter where the player competes against enemies and obstacles while flying through an over-sized school classroom attempting to escape. The player jumps into the imagination of Felix, a young student stuck in school wanting nothing more than to get out. Piloting his miniaturized plane through the classroom, players fight off bullies and dodge obstacles while trying to reach the Teacher at the front of the room. Foil the teacher's attempts to keep you in school by ringing the bell to end the school day and free yourself from the school day! Players will visit many areas of the classroom on their journey and run into many surprises along the way!
Publications verified_user 0% verified
  • L
    Esports Panel
    LEC
    Aug 2016
  • U
    UX Software Development: The Story of Harvey Giacome
    Mar 2016