Combat, progression, rewards, and player economy affect one another. I define their relationships, priorities, and constraints so individual features serve a coherent player experience.
LEADERSHIP & ABOUT
Systems expertise.
Leadership in depth.
I’m Julius Carter, a game and product executive with 14+ years across AAA development, multiplayer, live-service economies, VR, and AI-native production. My specialty is making complex game systems coherent, and giving teams the direction to build them.
I have owned progression and economy on Skull and Bones, directed BloodLoop’s complete product framework, led design teams across studios, and built experimental VR systems. Today I bring that production experience to company and product leadership as CEO of Syntari Studios, Inc.
U.S. citizen, relocating to the United States in September 2026.

HOW I LEAD
How expertise becomes direction.
Design reviews, coaching, reusable documentation, and curriculum make expertise available to the wider team. My work at CI Games and Virtuos applied those practices across studios.
I use prototypes, player research, and telemetry to test design assumptions. A VR locomotion experiment and a live-service economy demand different tests, but both require a clear question and a decision the evidence can inform.
CAREER PERSPECTIVE
Teams, studios,
and responsibility.
Syntari Studios, Inc.
Building products from production experience
CEO
I lead the company’s product vision, roadmap, operating model, pricing, and partnerships, with development teams distributed across Vietnam, Europe, and the United States. Genesis brings real-time AI conversation and work coordination into the game engine and editor. My product direction also spans asset validation through Air-Lock, project analysis, and the Speak language-learning product family.
Antler Indonesia
Turning product hypotheses into a business case
Entrepreneur in Residence
Selected for Antler’s ID9 residency, I worked through customer discovery, problem validation, pricing, and business-model evaluation. The residency sharpened the commercial side of my product practice: testing assumptions, refining the operating plan, and explaining the opportunity to investors.
Bootloader Ltd.
Designing behavior in spatial computing
Game Design & AI Consultant
For a confidential Apple Vision Pro AI companion, I designed emotional-state and adaptive-behavior systems alongside gaze, proximity, audio, and ambient responses. I translated that interaction model into UX flows, test scenarios, playtests, and executive-facing specifications, connecting AI behavior with the experience of sharing a physical space.
Virtuos / Sparx*
Design quality across projects and studios
Lead Designer
I managed five designers and led design direction across three confidential AAA/co-development engagements, from RFP and concept through implementation and delivery. My remit included gameplay feasibility, scope, production risk, and design review. Beyond project delivery, I built reusable curriculum, workshops, and documentation, trained teams in Kuala Lumpur, and collaborated with China-based studios to develop shared design capability.
CSAG LLC
From individual systems to full-project direction
Founder & Principal Consultant
My consulting practice spans game concepts, progression and economy, PvP/PvE balance, narrative, live-service planning, and product gamification. On BloodLoop, I created the complete product and game-design framework and directed the multidisciplinary remote project with final product and design authority. Other engagements include the initial systems framework for Decimated and game-design consulting on Slice Fire, the post-transaction arcade experience linking play with cashback opportunities.
Ubisoft Singapore
Owning progression and player economy
Lead Designer, Progression & Economy
At Ubisoft Singapore, I led eight designers responsible for progression and economy on Skull and Bones. My remit covered currencies, sources and sinks, loot distribution, reward cadence, and endgame progression. I used playtests, telemetry, and cross-functional reviews to align these systems with player value and live-service objectives, while rebuilding the workflow from creative brief to design specification and production tasks.
PlayMagic
Gameplay direction through production and launch
Lead Designer
As Lead Designer on XIII, I owned gameplay and systems direction, final design review, and alignment with the licensed property through the original PlayMagic console and PC production. I directed internal and external designers, connected design priorities to milestones and sprints, and worked with clients and production on reviews, scope, and delivery through launch.
CI Games
One design standard across two studios
Lead Designer
I directed two design teams totaling approximately 10 to 12 designers across Warsaw and Rzeszów, with final design approval across tactical-FPS and multiplayer work. My scope covered combat, progression, UI/UX, tuning, and in-world economy. I also designed the company-wide Confluence architecture, templates, and review workflows that gave distributed designers a shared way to document, evaluate, and carry decisions into production.

Crytek
Production foundations. Experimental design.
Publishing QA, Game Designer & VR R&D Lead
My Crytek career progressed from Publishing QA into gameplay design and VR research leadership. The work covered feature creation, traversal, world interaction, release support, and prototype evaluation across console, PC, online, and VR projects. I led an Oculus-contracted program producing 48 playable, documented locomotion and navigation prototypes, using hypotheses, user tests, and comfort findings to decide which approaches to advance.
U.S. Army
Leadership under real responsibility
Sergeant / Tank Commander / Gunner
Before entering game development, I led six-person crews across tactical operations, training, logistics, and overseas deployments. The role grounded my leadership in clear communication, preparation, accountability, and making decisions under pressure.
Pubwon All Girls Middle School
Teaching as a practical discipline
Volunteer English Teacher
I volunteered as an English teacher in South Korea from January 2004 to June 2005, developing lessons and teaching regularly alongside my Army service. That experience forms an early part of my work in teaching and mentorship, later expressed through studio training and learning-product design.
Explore the games, product systems, research, and consulting engagements behind these responsibilities in Games & Projects.
THE NEXT CHAPTER
What are you building?
Director-level game design and product leadership, grounded in systems expertise and multidisciplinary delivery.