Rafael Vazquez Email & Phone Number
Who is Rafael Vazquez? Overview
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Rafael Vazquez is listed as Design Director at CaptureAge, a with 32 employees, based in Vancouver, British Columbia, Canada. AeroLeads shows a matched LinkedIn profile for Rafael Vazquez.
Rafael Vazquez previously worked as Lead Game Designer at Captureage and Founder at Chupacabra Game Studios. Rafael Vazquez holds Master'S Degree, Digital Communication And Media/Multimedia from Center For Digital Media.
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About Rafael Vazquez
Lead game designer with a background in robotic AI, a master’s degree in digital media, and over fourteen years professional experience in the ideation, prototyping and development of video games for PC, mobile, VR and consoles. Specializing in gameplay system design and rapid prototyping, I excel in leading multidisciplinary teams, iterating on and evolving game features to bring out the team's vision. My projects include F2P, premium and research games, and I've given multiple lectures on game design and game balance. My main interests include the exploration of new forms of digital interactivity and easing the communication between the logical inner world of the computer and the emotional world of human psychology.
Rafael Vazquez's current company
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Rafael Vazquez work experience
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Lead Game Designer
CurrentAs a Lead Game Designer on Age of Mythology: Retold, I’m helping shape player experiences for the classic Age of Empires franchise. My focus is on designing engaging systems, balanced gameplay mechanics, and user-friendly features that enhance retention and player satisfaction. I work cross-functionally with development partners, ensuring project alignment and a smooth design implementation process. Additionally, I guide and mentor a team of designers, refining creative approaches and fostering growth within the team.
Founder
CurrentFounded a start-up dedicated to funding, developing, marketing and launching high-quality strategy and simulation games.I was the main developer for our flagship game, "The Shadow Government Simulator", where I designed the entire game, wrote most of the code, and coordinated with various parties and contractors to ensure a successful launch.I organized a Kickstarter campaign to raise capital and increase awareness for the project, successfully garnering support from the community. For the launch and marketing strategy of Shadow Government Simulator, I collaborated with our publisher, Games Incubator (a PlayWay subsidiary), to maximize the game's reach and impact. The game has received 'Very Positive' reviews, was featured at the GDOC 2022 EXPO & Latin American Games Showcase 2023, and was a finalist for the 2022 BIG Festival in the Innovation category.
Creative Director & Product Owner
Led a multidisciplinary team developing gaming and social content for Meta’s Horizon Worlds platform.Notable amongst these was the development of "Asgard's Wrath 2: Oasis," a metaverse project for Meta's Horizon platform. This initiative created a sandbox environment designed to engage players and drive them to Asgard's Wrath 2. I crafted the creative roadmap, aligning it with client Meta's vision and success metrics through regular stakeholder meetings.I developed a robust game design pipeline while mentoring and guiding designers in gameplay creation. My role also involved navigating unique technical, production, and design challenges, particularly in integrating assets from AW2 and coordinating with Sanzaru's release timelines. I oversaw the final product, troubleshooting gameplay issues and fine-tuning content to maintain the project's overall goals and vision.I also spearheaded Archiact's Mixed and Spatial Reality initiatives, leading teams in creating multiple prototypes for future projects and interfacing with company leadership and strategic partners to evaluate their viability and prospects.
Creative Lead
Oversaw a key team and served as primary liaison for our client, Meta, on Horizon metaverse projects.My expertise lay in understanding client expectations and skillfully translating their needs into actionable designs for my team. I coordinated the team, managed tasks, and ensured a clear and consistent game vision throughout the project, aligning our efforts with Meta's goals and requirements.
Lead Game Designer
Mentored & coordinated a team of five designers in creating social VR experiences for Meta Horizon.These include the popular co-op shooter "Creature Feature" and the asymmetric multiplayer game "Monster Tag." I provided extensive mentorship, assisting the team with design techniques and methodologies. I also interfaced with leads from other disciplines to develop efficient project pipelines. Regular meetings with clients and stakeholders allowed me to understand their needs, set expectations, and discuss timelines, ensuring alignment and successful project outcomes.
Lead Game Designer
Led core system design and Live Ops strategy for "Hempire" and "Bob Marley: World Tour," guiding game iteration and testing.I conducted an in-depth analysis of the Live Ops next steps for the mobile hit game "Hempire", proposing production & design changes required in order to expand on those systems. I oversaw the conceptualization and design of core systems for "Bob Marley: World Tour" and developed its Live Ops strategy. Collaborating closely with design and art leads, I prototyped the game's core mechanics. Additionally, I managed the User Testing process, presenting my analysis and conclusions to company leadership to inform and guide game iteration.
Senior Game Designer
Led an R&D team to develop innovative VR solutions for clients like BCLC and Health Canada. Under the umbrella of the 'Chance Team', I was part of an strategic task force, focused on creating innovative, gamified VR solutions for business challenges. I worked directly with diverse clients, including BCLC, Health Canada, and WorkSafe BC. My primary goal was to ensure that every product we developed engaged users effectively, creating memorable experiences that enhanced training, education, and information dissemination.Led the multiplayer game mode of Marvel: Dimension of Heroes. I was in charge of all aspects of the design of this game mode including combat, co-op mechanics and game balance
Head Of Game Design
Oversaw multiple design teams working on Apple-featured, free-to-play mobile titles.I led the design teams in the conceptualization, planning, and development of interactive experiences. Managing up to 7 projects simultaneously, I facilitated communication across various development departments and ensured the effective organization and execution of the design process. I have successfully led and mentored projects such as 'Fantasy Football Coach' and 'Beast Brawlers,' both of which were featured by Apple.Additionally, I developed several design tools and a comprehensive game design pipeline that have been integrated into all of the studio's current teams, significantly enhancing our workflow and project efficiency.
General Manager
Spearheaded the production and coordination of the 'Eeys of Oom' VR project.My main task was ensuring efficient management and oversight of the entire production process for a completely remote team. Concurrently, I identified and developed new revenue streams, strengthening the company's presence within the virtual reality industry ecosystem.
Game Designer & Unity Programmer
Contributed to the ideation, development, and iteration of an unannounced mobile game in the Maestros of the Anthym universe.I designed and programmed both paper and digital prototypes of the core mechanics, refining the core experience and effectively communicating it to the team.
Senior Consultant Of Interactive Technologies
Advised Mexican digital media companies on game development, launching Sesame Street titles and assisting in securing funding.TechBA was created to help Mexican and Canadian companies get in touch and explore business opportunities. In this role I advised Mexican digital media companies on the creation, development, and funding of digital media products, helping them explore opportunities in the Canadian market. I worked closely with these companies to enhance their ideation workflow and product evaluation capabilities by coaching them in video game development processes. Collaborating with various partner game studios, I successfully launched Sesame Street educational titles "Cookie Monster's Farm" and "Lola's Kitchen," and developed multiple prototypes to secure funding.
Game Designer And Programmer
I collaborated with the indie studio Radial Games as designer and lead programmer for the video game "Road to Beta: Ship Happens".
Design And Programming Intern
As an intern at Radial Games I helped with the design and development of games for PC, tablets and mobile devices, as well as in exploring new game concepts for the console marketplace.
Graduate Student
I was project manager in a multi-cultural and multi-disciplinary team creating digital applications with a variety of purposes, ranging from senior care to human-computer interaction research.
Game Designer
Led system, level and combat design for PC and console titles.In this role, I led level design, system and combat design, and game balance for MilitAnt on PC. I developed the characters and storyline, oversaw user testing, programmed test scenarios, and built level whiteboxes to test game mechanics and pacing.Additionally, I contributed to the design of Icebreakers (PC) and Icebreakers: mini (Facebook) in a junior role, collaborating on additional features and refining the overall user experience.
Rafael Vazquez education
Master'S Degree, Digital Communication And Media/Multimedia
Bachelor'S Degree, Specialization In Artificial Intelligence And Visual Computing
Mechatronic Engineering; Artificial Intelligence And Visual Computing
High School, Six Month Stay In St. Nicholas La Chapelle , France
Frequently asked questions about Rafael Vazquez
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What company does Rafael Vazquez work for?
Rafael Vazquez works for CaptureAge.
What is Rafael Vazquez's role at CaptureAge?
Rafael Vazquez is listed as Design Director at CaptureAge.
Where is Rafael Vazquez based?
Rafael Vazquez is based in Vancouver, British Columbia, Canada while working with CaptureAge.
What companies has Rafael Vazquez worked for?
Rafael Vazquez has worked for Captureage, Chupacabra Game Studios, Archiact, Lbc Studios, and V2 Games.
How can I contact Rafael Vazquez?
You can use AeroLeads to view verified contact signals for Rafael Vazquez at CaptureAge, including work email, phone, and LinkedIn data when available.
What schools did Rafael Vazquez attend?
Rafael Vazquez holds Master'S Degree, Digital Communication And Media/Multimedia from Center For Digital Media.
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