I’m Alex Bergendorff Ramirez, a game producer and designer. I’ve produced 15 projects on Roblox and UEFN/Fortnite, leading 8 end to end for brands like IKEA, NHL and Spotify. Before that, I worked as a systems designer on Undead Inc. and Lightyear Frontier, two Steam games built in Unreal Engine.
I combine creative direction with structured Agile production, and I love the moment when a team, a brand and a player audience all pull in the same direction. My work has won at Cannes Lions, D&AD and the Webby Awards, and taken live experiences to top 10% on Roblox.
Outside of work, I’m still the kid who fell in love with games through shooters and strategy games, and I still play them whenever I can.
Game Producer | Roblox | Concept to live service
Built to help IKEA UK attract new talent, The Co-Worker paid players to work in a digital IKEA store, showcasing real jobs and career paths. I led it end to end as product owner, working with IKEA and their agency Mother London.
The campaign won the first ever Cannes Lion for Roblox, plus D&AD, an Epica Grand Prix and a Webby for Best Digital Campaign.
Game Producer | Roblox | Concept to live service
The first thrift store on Roblox, based on a real Salvation Army store. Players could browse around 200 UGC items, from replicas of real Salvation Army items to rare creator collabs, and make donations. I produced it from first concept to live service, working with The Salvation Army and their agency.
The experience earned a 2026 D&AD Wood Pencil for Brand Integration.
Game Producer | Roblox | Concept to live service
A golf experience that had to feel true to the sport and still be easy to pick up for Roblox players. I shaped the creative direction and built competitive mechanics together with PGA TOUR and PING.
After launch, I ran live updates driven by player data from Game Analytics and Lightdash, taking the experience to top 10% performance benchmarks on Roblox.
Game Producer | Roblox | Live updates
I took over Polo Beach after launch and ran its live updates, owning planning, scope and milestones for each one. Working with Ralph Lauren and external partners, I made sure every addition fit one of fashion’s most established brand identities.
Systems Designer | Frame Break | Unreal Engine 4 | Steam
I designed and prototyped a modular quest system built for player-driven progression, and worked on open-world level design tied to a non-linear narrative and environmental storytelling.
It taught me how gameplay, narrative and level design work together, which still shapes how I approach production today.
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