
Santiago Casini
Verified Expert in Product Management
Product Manager
Buenos Aires, Argentina
Toptal member since July 17, 2026
Santiago is a producer, designer, and product manager of interactive experiences and games, backed by a strong creative, commercial, and technical background. He excels at leading multi-cultural, international teams and managing products. His versatile skillset spans game direction, systems and combat prototyping, narrative design, economy balancing, programming, and multimedia asset creation. He is fluent in Spanish, native-level English, and conversational Japanese.
Project Highlights
Expertise
- Game Design
- Game Development
- Game Production
- Gamification
- Gaming
- Product Management
- Project Management
- Stakeholder Management
Work Experience
Gaming Industry Expert
Liquid and Grit
- Provided consultancy, insights, and performance analyses for a private subscription service on the F2P gaming industry that tracks releases and performance of 155 apps along with their content, events, features, and seasons.
- Produced reports covering game design and mechanics, monetization and economy design, product management, market trends and performance, KPI impact, and ad, creative, and marketing strategies.
- Used Sensor Tower for market research and analysis to draw data on the competitiveness of releases, then drew conclusions based on WoW, 2Wo2W, and MoM impact using AI-integrated tools to process, compare with market trends, and present via graphs.
Lead Game Producer and Designer
Trudan Studios
- Led, designed, and coordinated the development and release of products, content, features, and live-ops in the Kuroro Beasts action-fantasy-adventure creature-collecting gaming ecosystem.
- Leveraged generative and non-generative AI tools from art to product management to engineering while managing tasks and projects through weekly sprints in a fast-paced ideation-design-engineering-QA implementation pipeline.
- Led prototyping and development efforts on game engines, managed assets, expanded lore and worldbuilding, designed and balanced combat and economies, designed UI/UX, and ensured quality standards through automated and manual testing.
- Managed and guided support efforts while leading community contests and events for highly-engaged Discord and X communities.
- Acted as a bridge between teams and stakeholders by pitching new products and core/support features such as progression systems and authentication or payments, responding directly to the CEO and founder alongside the product board.
Game Producer
Fbm Gaming
- Managed, tracked, planned, researched, advised, and oversaw future and present development, commercialization, and distribution of iGaming products and features, as well as integrations and operational processes.
- Relocated to Malta (commercial office and HQ), with frequent travels to the software factory in Portugal while responding directly to the founder and CEO alongside members of the product committee.
- Coordinated teams including art, design, engineering, branding, accounts, and operations.
- Incorporated dynamic technical data analysis using relational databases and business intelligence tools to track market trends across LATAM, APAC, EMEA, MENA, and other markets with a focus on mobile-friendliness and responsive designs.
Co-founding Lead Game Designer
Tilt Studios
- Oversaw the entire production process of a language learning narrative mystery-adventure open world point-and-click lifesim text-based game while leading a team of two designers, two developers, and two artists.
- Took charge of both project management and product management as well as branding, marketing, and merchandising, KPI tracking, and market research.
- Undertook hands-on tasks such as game design, level design, systems design and prototyping, quest design, narrative design, scriptwriting (non-linear story/quest arcs), branching dialogue trees, worldbuilding, etc.
- Produced documentation, including tone guides and player manuals.
Principal Game Developer
Ivisa
- Spearheaded the production of several casino games for the Argentinian market, with variations in theme, aesthetics, and bonus mechanics, including progressive interconnected jackpots, pick-bonus stages, and side bets.
- Designed, engineered, and integrated game components including UI/UX elements; modeled/implemented 2D/3D assets; developed front-end behaviors using events/animations/physics as well as API classes for server/physical wallet communication.
- Created configuration templates to define betting limits in accordance with regulations.
- Managed ticket resolution, testing, debugging, and integration to new cabinets and version control while coordinating teams.
Lead Game Designer
The Other Guys
- Designed, scripted, and directed narrative mystery-adventure point-and-click hidden object games played on Facebook/web browsers/mobile devices while managing deadlines/releases/budget/tasks/version control.
- Coordinated weekly episodic releases and planned season arcs.
- Undertook quest design, narrative design, level design, and programming of point-and-click mechanics, puzzles, interactions, navigation, behaviors, dialogue, and cutscenes using a custom proprietary game engine built on Adobe Flash with AS3.
- Created placeholder assets with indications for the art team to integrate while carrying out playtesting/quality assurance.
- Performed narrative design tasks such as planning characters, story arcs, high-low concept story scripts, cutscene scripts, storyboards, game bibles, and additional content and proofreading.
- Tutored and oversaw the design and execution of sister projects, ensuring team motivation/coaching by carrying out daily Scrum meetings through Agile methodologies while coordinating a team of engineers, content writers, and sound designers.
Project History
CI/CD Game Production: FBMDS
https://santiagocasini.notion.site/Product-Management-21aa50c3b14281a4a0b3e17fb0ebea6f#2bba50c3b14280a68efdd4faaf59a1f8- 15 — Produced Games
- 12 — Months of Production
FBMDS needed to modernize its classic land-based catalog and introduce new dynamic crash games for a global, mobile-first audience. The major hurdle was transitioning legacy math, graphics, and gameplay patterns into highly performant, responsive web designs certified by the Malta Gaming Authority, while ensuring seamless adaptation across mobile, desktop, and land-based cabinets.
As a producer, I oversaw a diverse portfolio of slots, crash games, and video bingos, including high-profile IP like Ronaldinho Crash. I guided development on the Godot engine, shaping mobile-friendly UI layouts and introducing dynamic, non-repetitive animations. I also managed the integration of engaging retention mechanics like multi-level bonus rounds, extra balls, and variable-card math.
We successfully launched the “Infinity Series”. The updated mechanics, responsive design, and high-RTP math significantly increased global player retention and casino revenue.
Production & Design (Combat, Systems, Narrative, and Economy): Kuroro Wilds
https://sanctyakov.itch.io/kuroro-wilds- 2 Million — Pre-registrations
- 100,000 — DAU
We needed to scale a complex web3 creature-collecting RPG to support 120,000+ DAU and 2+ million pre-registrations. The core challenge was successfully merging real-time action combat with highly detailed life-sim mechanics (farming, cooking, crafting), while building a balanced, formula-driven economy robust enough to prevent market exploitation and player misbehavior.
As the game designer and product manager, I designed the elemental weapon combat and deep life-sim features like beast bonding, moods, and crafting. I established resource valuation formulas based on obtention times to anchor the economy. To execute seasonal releases, I managed reward tracking and distribution via relational databases while implementing anti-cheat criteria.
My systems successfully sustained over 120,000 DAU and 2 million pre-registrations. Establishing time-based resource values gave players a reliable market guide, while our secure gacha and database-driven distribution eliminated fraud.
Product & Design (Combat, Systems, and Economy): Kuroro Beast Brawl
https://sanctyakov.itch.io/kuroro-beast-brawl- 60,000 — Net Revenue
- 10,000 — DAU
The game suffered from a stale PvP meta, as players would build a single optimal team and stick to it indefinitely. Additionally, the product lacked a clear progression system to keep players motivated long-term, which threatened user retention and limited overall long-term engagement within its highly strategic, turn-based matchmaking arena.
I designed and coordinated the development of a Gacha system fueled by battle-earned Shards, combined with a stat-boosting Merge mechanic for duplicate beasts. This randomized loop disrupted the rigid meta by forcing team variety. I also established the seasonal P2A qualification criteria and managed web3 prize distributions using blockchain multisend tools.
Our gacha and merge mechanics solved meta stagnation, driving high community engagement and positive reviews. We also established a seamless, secure P2A seasonal distribution model across multiple blockchains.
Education
Associate's Degree in Video Game Design and Production
Image Campus - Buenos Aires, Argentina
Certifications
Technical-professional Degree in Video Game Design and Production
Image Campus
Skills
Tools
Jira, Adobe Flash, Git, GitHub, TortoiseGit, Slack, UnityScript, Blender
Paradigms
Gamification, Agile Project Management, Scrum, Object-oriented Design (OOD), Agile Product Management, Design Thinking, Agile
Platforms
Microsoft Copilot Studio
Other
Relational Databases, Game Design, Game Production, Games, Gaming, Game Theory, Game Testing, Video Games, Narrative Design, Systems Design, Combat Design, Economy Design, KPI Tracking, Production, Product Management, Project Management, Teamwork, Gaming Platforms, Notion, Partner Management, Stakeholder Management, Stakeholder Alignment, Team Management, Game Mechanics, Stakeholder Coordination, Product Analytics, Mobile Game Design, Game Design Documentation, Worldbuilding, Lore, Release Management, Stakeholder Engagement, Game Lore, Version Control, Scriptwriting, Creative Writing, Storytelling, Visual Storytelling, Gameplay Development, Mobile Game Development, Playtesting, Quality Assurance (QA), System Design, Communication, Documentation, Workflow, Creative Thinking, User Experience (UX), Product Vision, Spanish, Spanish-English Translation, Prototyping, Localization, Storyboarding, Unity, Unity3D, C#, Game Development, 2D Games, 3D Games, Roadmaps, Product Roadmaps, Product Roadmapping, Analytics, Reports, BI Reports, Reporting, BI Reporting, Graphs, Data, Big Data, Casino Games, Discord, Gambling, Card Games, Board Games, Mobile Games, Marketing Analytics, Market Research, Market Research Analyst, Product Prototyping, Level Design, Unity Game Assets, C#.NET, .NET, Digital Asset Management, ActionScript3, Puzzle Design, Art Direction, Product Pricing, Object-oriented Programming (OOP), Adventure Games, Content, Content Design, Blockchain Game Development, UX Design, Innovation Games, iGaming, Product Owner, Product Ownership, Product Operations, Technical Writing, Technical Documentation, User Stories, User Journeys, Large Language Models (LLMs), Product Strategy, Digital Product Management, Data Analysis, Data Analytics, Technical Project Management, Technical Product Management, Cross-functional Coordination, Cross-functional Collaboration, Cross-functional Team Leadership, Cross-functional Team Collaboration, Cross-functional Communication, Product Leadership, Consulting, Product Requirements Documentation (PRD), Minimum Viable Product (MVP), Feature Prioritization, Ideation, AI Agents, Microsoft Copilot, MVP Design, AI Integration, Artificial Intelligence (AI), Unreal Engine, Blueprints Visual Scripting, Content Writing, Godot, Godotscript, Game Back-end, Social Casino, Data Reporting, TypeScript, Phaser.io, JavaScript, 3D, 3D Art, Voxel Art, 2D Animation
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