Game Design Advisory · Axiom

Your game has
a structure problem.
I can find it.

Most teams discover structural design problems six months too late — after the scope is locked, the team is misaligned, and the prototype isn't holding.

400M+ players · 10 studios · 15 years · S.T.A.L.K.E.R. 2 · Gameloft · Flying Wild Hog
Book a Discovery call See how it works
Taking advisory clients for Q3 2026.
Adrián Fuentes
Studio Credits
What I Usually Find

The problems show up before production.
Most teams find them after.

These are the structural issues I find most often. If any of these sound familiar, a Discovery session will tell you which ones apply — and which matters most.

01
Promising prototype, unclear game
The loop works in isolation. But players can't tell what kind of game this is, or why they should care.
02
Pillars that don't filter decisions
The design pillars are written. No one uses them to say no.
03
Too many features, no hierarchy
Every feature has a champion. None has a cost. The roadmap is a wish list.
04
Pitch fantasy vs. playable loop
The vertical slice proves the art direction. It doesn't prove the game.
05
Content plan hiding a weak core loop
The game looks full in the roadmap. But when the content runs out, there's nothing holding players in.
06
Team alignment based on taste
The team agrees the game "feels right." When asked to define it, three different games come out.
07
Scope decisions made too late
Features get cut in alpha. The cuts reveal that the design wasn't structured for that decision.
08
Pre-production without a decision framework
The team is building. No one has defined what "good" means for this game.
Book a Discovery session See the engagement options
What You Get

Three engagements. Pick where you are.

Most studios discover the structural problem six months too late. Here's what I do about it.

01
DISCOVERY
Surface what's actually broken.
Best forTeams who know something is off but can't name it. Pre-production. Prototype review. Before a major production commit.
OutputWritten diagnostic. The structural problem named. Priority order. Suggested next step.
Not a brainstorming call. Not free consultation. Not mentoring.
Book Discovery →
One session (90 min) + written output within 48 hrs
02
BLUEPRINT
Architecture your team can build against.
Best forTeams entering production. Teams where design lives in someone's head. Teams preparing a publisher pitch.
OutputDesign structure document. Loop architecture. Decision pillars with filters. Scope criteria. Pitch-ready design narrative if needed.
Not a GDD ghost-write. Not execution design. Not a feature list.
03
EMBEDDED COUNSEL
Senior judgment when the decision can't wait.
Best forTeams in production without senior design leadership. Live ops teams. Studios in scope recovery.
OutputOngoing advisory. Real-time design review. Decision support. Team alignment facilitation.
Not a design manager role. Not execution. Not a substitute for a full design hire long-term.
Enquire about Embedded Counsel →
Monthly retainer · Min. 3-month engagement

Most engagements start with a Discovery. It's the fastest way to know what's needed.

Start with Discovery

Who This Is For

This works best for specific teams
at specific moments.

I bring senior design judgment from complex productions and apply it surgically to help smaller teams make better decisions earlier.

Best fit
  • Small and mid-sized indie studios (5–80 people)
  • Teams entering pre-production or vertical slice
  • Teams preparing a publisher pitch or greenlight
  • Founders and creative directors who own design decisions
  • Teams without a senior game designer in-house
  • Teams with a promising prototype and an unclear product direction
  • Teams needing an external read before committing production budget
  • Studios in scope recovery or design misalignment
Bad fit
  • Teams looking for execution-only feature design work
  • Teams who need a GDD written without internal ownership
  • Teams without access to the decision-maker
  • Teams who have already locked scope and need validation only
  • Teams looking for junior mentoring as the primary engagement
  • Teams that need UX/UI visual implementation only
  • Teams expecting free exploratory work before any commitment

Not sure if you fit? The Discovery session is the fastest way to find out. Book Discovery

Selected Work
GSC Game World
Design Director · 2024–Now
S.T.A.L.K.E.R. 2: Heart of Chornobyl
Challenge
Post-launch design direction on one of the most scrutinized open-world games of 2024, including DLC for PS5.
My layer
Creative and structural decisions at director level — loop review, content architecture, DLC design pillars.
Shipped. Multi-platform. Ongoing live direction.
Post-launch · Cost of Hope DLC · PS5
Gameloft
Game Designer · 2011–2014
Asphalt 8: Airborne
Challenge
Designing progression and monetization systems for a mobile racing game targeting global scale.
My layer
Core progression design, loop hierarchy, in-game economy parameters.
Shipped. 300M+ downloads. Apple Game of the Year.
300M+ downloads · Apple GOTY
Flying Wild Hog
Head of Design Craft · 2022–2024
Unannounced AAA title
Challenge
Building design methodology and team structure in pre-production for an unannounced AAA project on Unreal Engine 5.
My layer
Design leadership, craft standards, pre-production framework, vertical slice architecture.
Under NDA. Available for discussion in context.
UE5 · Pre-production · AAA
Scopely
Senior Product Manager · 2021–2022
MARVEL STRIKE FORCE
Challenge
Live service product decisions on a top-grossing mobile title during a high-stakes content and monetization cycle.
My layer
Product-level decisions. Feature prioritization. Design-product alignment.
Live service. Shipped content cycles.
Live service · Mobile · Top-grossing
The Discovery Session

One session to name the problem.

Most engagements start here. The goal is simple: leave with a clear name for what's wrong — or confirmation that you're on track.

01
Before the session
  • I send a short pre-session questionnaire (10–15 minutes to complete)
  • You share whatever materials exist — prototype build, GDD excerpts, design notes, or nothing at all
  • No prep required beyond the questionnaire
02
During the session (90 min)
  • Structured diagnostic conversation — not open brainstorming
  • I ask about loop architecture, team alignment, scope context, and decision criteria
  • You share context; I reflect back what I'm hearing as structural risk
  • We identify the primary problem clearly by the end of the call
03
What you leave with
  • A written diagnostic summary delivered within 48 hours
  • The structural problem named and prioritized
  • A recommended next step — Blueprint, Embedded Counsel, or neither
  • A clear view of what's working and what isn't

Not a free consultation. Not a pitch for more work. Not a brainstorm. If you come in with a specific decision to make, we focus there.

Book a Discovery session 90 minutes · Written output included
Contact

If something in your game isn't working — or you want to make sure it doesn't get to that point — start here. I read every inquiry personally.

I respond within 24 hours. First Discovery call is 90 minutes and includes a written output.

Or book directly: Schedule a consultation