JULIUS CARTER / GAME & PRODUCT LEADERSHIP

Deep systems.
Clear direction.
Games that work.

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.

Julius Carter
DESIGNER. BUILDER. LEADER.01 / INTRODUCTION

EXPERIENCE ACROSS

Crytek logoCrytekCI Games logoCI GamesPlayMagic logoPlayMagicUbisoft logoUbisoftVirtuos logoSparx* logoVirtuos / Sparx*Syntari Studios, Inc.

SELECTED WORK

Design authority.
Product depth.

All games & projects →
Skull and Bones project artwork▶ Video inside
Ubisoft logo

AAA 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.

BloodLoop project artwork▶ Video inside
7 Digital Labs logo

Project direction

BloodLoop

Full-Time Lead / Consultant Game Designer

Complete product and game-design framework, with final design authority across a multidisciplinary remote project.

Slice Fire project artwork▶ Video inside
Slice logo

Post-transaction rewards game

Slice Fire

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.

XIII project artwork▶ Video inside
PlayMagic logo

Shipped game

XIII

Lead Designer

Gameplay and systems direction, licensed-IP alignment, and design-team leadership through the original console and PC production.

Syntari project artwork▶ Video inside

Product & technology

Syntari

CEO

Company and product leadership for AI conversation and development-work coordination inside the game engine and editor.

Frame from the Sci-fi Ripomatic concept pitchCONCEPT / PITCH / EXPERIMENT

BEFORE THERE IS A GAME

Make the idea
feel possible.

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

Direction people
can build on.

My approach & experience →
Progression & economies

At Ubisoft, I led eight designers across Skull and Bones progression and economy: currencies, loot, reward cadence, sources and sinks, and endgame player value.

Teams & design standards

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.

Research & product judgment

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

What are you building?

Director-level game design and product leadership, grounded in systems expertise and multidisciplinary delivery.

Start a conversation ↗