▶ Video insideAAA game leadership
Skull and Bones
Lead Designer, Progression & Economy
Progression and economy ownership, leading eight designers across currencies, loot, reward cadence, and endgame player value.
JULIUS CARTER / GAME & PRODUCT LEADERSHIP
I’m Julius Carter. I lead game design and product development, specializing in progression, player economies, and the systems that turn a strong concept into a coherent experience.
14+ years across AAA games, multiplayer, and VR. Now CEO of Syntari Studios, Inc., building AI-native production technology with development teams across Vietnam, Europe, and the United States.

EXPERIENCE ACROSS
CrytekSELECTED WORK
▶ Video insideAAA game leadership
Lead Designer, Progression & Economy
Progression and economy ownership, leading eight designers across currencies, loot, reward cadence, and endgame player value.
▶ Video inside
Project direction
Full-Time Lead / Consultant Game Designer
Complete product and game-design framework, with final design authority across a multidisciplinary remote project.
▶ Video insidePost-transaction rewards game
Game-design & gamification consulting
Client platform: 20M+ registered users
Gamification consulting for a post-payment arcade game that connects slicing gameplay with the chance to earn transaction cashback.
▶ Video insideShipped game
Lead Designer
Gameplay and systems direction, licensed-IP alignment, and design-team leadership through the original console and PC production.
▶ Video insideProduct & technology
CEO
Company and product leadership for AI conversation and development-work coordination inside the game engine and editor.


Research & experimentation
VR R&D Lead
48 playable, documented prototypes exploring how players move through virtual space, with comfort and user testing at the center.
CONCEPT / PITCH / EXPERIMENTBEFORE THERE IS A GAME
Ripomatics, pitch presentations, video compositing, and VR experimentation. A look at the creative work that helps a team see what could come next.
Enter the pitch room ↗LEADERSHIP IN PRACTICE
At Ubisoft, I led eight designers across Skull and Bones progression and economy: currencies, loot, reward cadence, sources and sinks, and endgame player value.
I directed two CI Games design teams totaling approximately 10 to 12 designers, then built curriculum and cross-studio training at Virtuos alongside managing a five-designer team.
From 48 playable VR research prototypes at Crytek to Genesis inside the game editor, I turn emerging technology into design questions, testable experiences, and product decisions.
THE NEXT CHAPTER
Director-level game design and product leadership, grounded in systems expertise and multidisciplinary delivery.