Lídia Carvalho – Narrative Design and Game Production One-Pager
I am a multidisciplinary producer and narrative designer focused on transforming ambiguity into structured, implementable solutions. Across different scopes, genres, and team compositions, I demonstrate fast learning, cross-functional understanding, and clear decision-making. 
My work consistently shows that I quickly understand pipelines, adapt to studio methodologies, and integrate into teams with minimal onboarding friction.
Selected Projects
Battlefield 6 
Role: Game Producer
Focus: Art production pipeline
This project is under NDA, but the main takeaways from it are: handling a team of over 20 artists creating art (Concept art for characters, vehicles, and weapons, as well as 3D) for the latest entry on the Battlefield franchise.
Knowledge of the entire production pipeline, planning, stakeholder management, live service, and schedule compliance.
The Walking Dead: Destinies
Role: Game Producer
Focus: 3D Environment and Level Design Team Coordination
This project allowed me to demonstrate my ability to quickly understand a team’s workflow gaps and restructure them into a predictable pipeline. The level design team lacked clear ownership, communication norms, and prioritization frameworks, which caused rework and inconsistent delivery. My first step was to map how information flowed between designers, leadership, and cross-disciplinary stakeholders, then identify where blockers originated.
My quick adaptability enabled me to implement lightweight agile practices that matched the team’s maturity level rather than imposing a rigid methodology. Through daily stand-ups, structured backlog visibility, and weekly reviews, I introduced clarity and cadence without disrupting creativity. I defined responsibilities across the designers, reestablishing accountability and reducing duplicated work.
By rapidly understanding the existing technical documentation gaps, I created simple and accessible systems for internal playtests and feedback loops. This increased adaptability to level-design changes and reduced turnaround time. The team gained confidence in the process and became more autonomous and collaborative.
Why it matters: This project illustrates my capacity to enter an unfamiliar structure, identify soft spots quickly, build trust, and implement efficient workflows that elevate team performance.
Dice Assassin
Role: Game Producer
Focus: Cross-Discipline Coordination
Dice Assassin required fast comprehension of a compact system-heavy project, where tactical clarity and iteration speed were essential. I began by studying the game’s mechanics, logic rules, and interaction patterns to ensure I could make informed production decisions without needing extensive onboarding.
With this understanding, I translated the designers’ systemic ideas into actionable tasks that engineering, art, and design could all align on. I structured the entire sprint workflow in ClickUp, breaking gameplay logic, enemy behaviors, and level structure into deliverables with measurable completion states. This helped the team avoid bottlenecks and improve predictability.
Through Miro, I developed flowcharts that mapped dice logic and turn-based interactions. These visual documents became technical references for the entire team, reducing miscommunication and improving interdisciplinary alignment. Daily check-ins via Discord ensured constant clarity and allowed the team to iterate quickly based on testing outcomes.
Because I rapidly grasped both the creative intent and implementation constraints, leadership could rely on accurate progress reports, risk projections, and scope management decisions that protected the project’s quality.
Why it matters: This project demonstrates my ability to understand complex systems quickly, convert them into structured workflows, and support a small team in maintaining velocity and clarity throughout production.
Exandria: Salt and Sigils
Role: Narrative Designer and Producer
Focus: End-to-End AA Pre-Production Concept for a Known IP
This self-directed project showcases my capacity to integrate narrative design, systems design, worldbuilding, and production planning into a cohesive, professional-level pitch. To create a feasible AA-scope concept in one week, I immersed myself in the IP’s lore and built a structure that reflects how studios evaluate new concepts: mechanics, narrative arcs, UX, production needs, and budgeting.
I produced detailed systemic documentation, including:
• a dual gameplay loop with shop simulation and tactical expeditions
• a DnD-inspired leveling and party system with class and background conditions
• a procedural dungeon mode with constraints tied to narrative stakes
• a multi-act structure with branching outcomes grounded in established canon
To demonstrate production competency, I developed a 24-month roadmap with milestones, platform planning, QA phases, team structure, and cost estimates. This required synthesizing design, narrative, engineering, and organizational considerations into a unified plan that leadership or stakeholders could evaluate.
Creating this project demanded fast learning and cross-disciplinary fluency. I had to adopt the mindset of a producer, system designer, narrative designer, and pipeline planner simultaneously. The result reflects not only creative ambition but also feasibility-oriented thinking.
Why it matters: This project proves I can quickly learn new lore, design systems aligned with existing IP constraints, and produce technical documentation and production plans at industry standards with minimal ramp-up time.
Cyberpunk 2077 – New questline and Features
Role: Narrative and Game Designer
Focus: Feature Ideation, Writing
For Cyberpunk, I developed a full feature proposal, including quests, lore justification, story framing, enemy logic, and UI integration. I analyzed the existing systemic pillars such as encounter design, scanning, lore delivery, and environmental storytelling. This required fast comprehension of complex AAA systems and the ability to reverse-engineer core behaviors into structured documentation.
The proposed feature, Neural Ghosts: Memory Echo Side Missions, demonstrates my understanding of:
• how narrative features must integrate with systemic constraints
• how to justify mechanics through lore without disrupting canon
• how to build missions that respect pacing, player agency, and world coherence
• how narrative logic interacts with combat, exploration, and UI signals
By producing a fixer character, mission flow, system hooks, and narrative triggers, I demonstrated an ability to work within AAA constraints and write documentation that engineering, design, and narrative teams could all implement.
Why it matters: This project showcases my ability to analyze existing AAA frameworks quickly, identify opportunities for expansion, and create documentation that aligns narrative intent with systemic feasibility.
Overall Professional Value
Across these projects, I consistently demonstrate:
• fast onboarding and rapid comprehension of new pipelines and systems
• proactive communication and cross-disciplinary collaboration
• ability to translate creative goals into structured, implementable solutions
• narrative thinking integrated with production discipline
• calm management of ambiguity and shifting priorities
• clarity in documentation that reduces confusion and accelerates development
Studios can trust that I learn quickly, support team cohesion, elevate communication, and deliver structured documentation that shortens iteration time. My combined narrative and production background allows me to bridge disciplines and remove friction across the development pipeline.
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