I’m Alex Bergendorff Ramirez, a Game Producer with a background in game design, leading 10+ projects from concept to live operations.
Experienced in Agile production, stakeholder management, and cross-functional team leadership.
Proven track record in data-driven development, achieving top-performing results on Roblox and managing 15+ live experiences.
Combines creative direction with structured production to deliver engaging player experiences aligned with business goals.
As Games Producer on IKEA: The Co-Worker, I led the project from concept to live experience on Roblox, coordinating cross-disciplinary teams across design, development, art, UX, and QA.
I was responsible for production planning, scope management, milestone delivery, and KPI-driven design, ensuring the experience met both creative objectives and brand standards.
Working closely with stakeholders, I helped translate IKEA’s values into engaging gameplay systems, social mechanics, and live-ops features, delivering a polished and scalable experience for a global audience.
Through ongoing performance tracking and iteration, the experience achieved strong engagement results and received multiple industry awards, becoming a highly successful branded recruitment campaign.
As Game Producer on PGA Ultimate Golf Simulator, I led the project end-to-end from concept to live experience on Roblox, coordinating cross-disciplinary teams across gameplay, engineering, art, and design.
I was responsible for production planning, creative leadership, milestone delivery, scope management, and KPI-driven development, ensuring the experience aligned with both gameplay goals and authentic PGA representation.
Working closely with stakeholders, I helped shape intuitive gameplay systems, competitive mechanics, and live-service considerations, delivering a polished and scalable experience for a broad player audience.
My role at Frame Break was Systems Designer, where I designed and prototyped a dynamic quest system in Unreal Engine 4, focusing on modularity, scalability, and player-driven progression.
The role also included broader design responsibilities such as open-world level design, ensuring all areas connected to a non-linear narrative structure that supported environmental storytelling and player exploration.
The time at Frame Break broadened my perspective on systemic design, strengthened my understanding of Unreal Engine 4 and, world building, and how gameplay, narrative, and level design intersect to create cohesive player experiences.
At Ralph Lauren – Polo Beach, I worked on delivering a branded interactive experience where I supported production and design coordination across a multidisciplinary team.
The role involved planning and aligning development efforts across gameplay, UX, art, and technical implementation to ensure a cohesive and on-brand player experience.
I contributed to structuring production workflows, managing scope, and supporting milestone delivery in collaboration with stakeholders and external partners.
The project strengthened my experience in brand-driven development, live digital experiences, and translating established brand identity into interactive systems.
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