Alejandro Melian

Product Designer · Interactive Products & Systems

Professional Summary

Senior Product Designer with 6+ years of experience guiding interactive mobile and PC products from concept to launch. Driven by a human-centered design philosophy grounded in data and observation, I adapt easily between driving projects independently and collaborating within cross-functional groups. My focus spans hands-on execution, roadmapping initiatives, and structuring scalable systems to future-proof products.

Work History

Senior Designer / Consultant

2026

368 · Bolea, online social platform

  • Developed Bolea, an online social platform synced with WhatsApp to facilitate team matchmaking for sports games such as padel.
  • Developed the brand book and design guidelines for future implementation, ran user research on UX design, and designed the application's systems.

Gameplay and Systems Designer

June 2024 – Present

Edenic Era · TransmuTowers, roguelite tower defense × survival, Steam · team of 9

  • Built spreadsheet models covering towers, enemy scaling, meta-upgrades and in-session power-ups, and cut redundant resource and currency loops out of the economy.
  • Onboarded mid-production, ran a design audit, and rebuilt meta-progression and power-ups on the existing systemic architecture, cutting development time.
  • Rationalised the tower roster to remove functional overlap, specified level layouts, biome systems and enemy variety, and ran user research on friction points to improve feedback, tooltips and QA.

Product Manager – Engagement System Designer

May 2024 – March 2025

Lyly Interactive, Lima · Lylyland, gamified mobile app

  • Designed, documented and balanced over 9 casual mobile experiences — difficulty curves, pacing, resource economies — leading one programmer and one artist on modular design systems that held a cadence of a finished game every two to three weeks.
  • Designed the meta-progression and phygital quest system: incentive design that turns real-world behaviour into engagement, driving users into physical partner stores.

Designer / Product Manager

TrainingIt · product line of soft skill courses taught through hard skills

  • Owned end-to-end development of the course line, from research interviews to hiring the professors.

Associate Producer

November 2023 – May 2024

Divertifica · Madrid, Spain

  • Managed a team of 6 building an educational narrative product that teaches university students about Macbeth.
  • Managed daily and weekly sprints, developed Gantt charts, and kept project development on schedule.

Game Designer / Producer · Co-founder

February 2023 – November 2023

Blink Shot, Spain · Bugs 'N Guns, co-op third-person shooter, Steam · team of 16

  • Set the original product vision and directed production from alpha to beta across 16 artists, programmers and designers; owned gameplay, level and narrative design.
  • Designed four elemental weapons, enemy behaviours and a bespoke aim-assist system; flying enemies drop only to combined fire, making co-operation a requirement rather than an optimisation.

Game Designer / Producer

November 2021 – September 2022

Indaga Studios, Lima, Peru · Cusco Paradox and The Calling

  • Designed puzzle mechanics, level architecture and onboarding tutorials on Cusco Paradox, delivered by four people in a one-month demo cycle.
  • Wrote the design documentation, ran user research and playtesting, and worked gameplay and encounter design on The Calling.

UX/UI / Game Designer / Illustrator / Animator

March 2020 – November 2021

Escuela Kadabra, Lima, Peru · educational 2D platformer, ages 9–12

  • Hired for UX/UI, art and animation; also contributed minigames, levels, the creature system, design and research on a product that raised real reading grades.