About
Andres Valbuena
I like RPGs that answer back. My GDC Gold review was about how systems, agency and environment make Bloodlines react to its player, and that is the standard I write to: choices that change who talks to you, what they say and how the world looks afterward.
I started by writing nation paths and events for Hearts of Iron IV total conversions. That led to quest design for Fallout: Cascadia in the Creation Kit, quest writing for Beyond Skyrim: Elsweyr, and narrative systems in Articy:draft for Schism. Along the way I learned to write inside existing IPs, match house styles and hand off content that is ready to implement.
- 2025 GDC Game Narrative Review
- Gold
- sessions as a Game Master
- 100+
- attendees at the convention I scheduled
- 1,000
- games released and playable on itch.io
- 4
Awards & education
- Gold, GDC Game Narrative Review 2025An analysis of how systems, agency and environment make Vampire: The Masquerade - Bloodlines so reactive.
- Tencent Game Scholarship2024 to 2025
- BA, Computer Game DesignGeorge Mason University
Background
- Game MasterD&D 5e and Pathfinder 2e in Foundry VTT. Branching stories, live balancing, and consistency across player choices.
- Events & Scheduling ManagerProgramming, vendors and operations for a 1,000-attendee convention.
- ResearchMedieval history, theology and comparative mythology for grounded worldbuilding.
- LanguagesEnglish and Spanish, both native.
Skills
Each skill links to the project that shows it.
Narrative design
- Branching dialogue
- Fallout: CascadiaSchismKanpeki
- Quest design
- Fallout: CascadiaElsweyrMind Unbound
- Characters and NPC packages
- ElsweyrMind Unbound
- Barks and ambient lines
- Fallout: Cascadia
- Voice-over scripts and direction
- ElsweyrKanpekiMind Unbound
- Cutscenes and scripted scenes
- Mind UnboundFallout: Cascadia
- Interactive fiction
- CharmingLast Chance Motel
Game and systems design
- Core loops and player choice systems
- Schism
- Puzzle design
- Winter's Hunger
- Minigames and difficulty scaling
- Summon
- Enemy AI behavior trees
- Winter's Hunger
- Clocks, trust and faction systems
- Tabletop
Level and environment design
- Area layout and pacing
- Winter's Hunger
- Environmental storytelling
- Winter's Hunger
- Encounter and trigger scripting
- Fallout: CascadiaMind UnboundWinter's Hunger
- 3D modeling and environment art
- 3D Environment
Engines and tools
- Creation Kit and Papyrus
- Fallout: CascadiaMind Unbound
- Articy:draft
- Schism
- Unreal Engine 5 and Blueprint
- Winter's HungerSchism
- Unity and C#
- MSF3D Environment
- Godot
- Gelatoss!
- Ink, Twine and Arcweave
- KanpekiCharmingLast Chance Motel
- Shader Graph
- 3D Environment
Production and documentation
- Game design documents
- Winter's HungerGelatoss!Summon
- Quest handoff documentation
- Elsweyr
- Agile sprints and Jira for 24 people
- MSF
- Playtesting and iteration
- MSFWinter's HungerGelatoss!
Favorite games
Vampire: Bloodlines
Fallout: New Vegas
Pentiment
Baldur's Gate II
Deus Ex
Outer Wilds