I’m Alex Bergendorff Ramirez, a Game Producer with a background in game design. At The Gang Sweden, I produced 15 projects on Roblox and UEFN/Fortnite, leading 8 end to end for brands like IKEA, NHL and Spotify.
I combine creative direction with structured Agile production, and I love the moment when a team, a brand and a player audience all pull in the same direction. My work on IKEA: The Co-Worker won at Cannes Lions, D&AD, Epica and the Webby Awards.
Outside of work, I’m still the kid who fell in love with games through shooters and strategy games, and I still play them whenever I can.
Game Producer | Roblox | Concept to live service
I led IKEA: The Co-Worker from concept to launch and live service on Roblox, producing it with a cross-disciplinary team of 5 to 10 across design, development, art, UX and QA.
Built to help IKEA UK attract new talent, the game paid players to work in a digital IKEA store, showcasing real jobs and career paths. I acted as product owner, owning planning, scope, milestones and KPIs, working with IKEA and their agency Mother London.
The campaign won the first ever Cannes Lion for Roblox, plus awards at D&AD, Epica (Grand Prix) and the Webbys (Best Digital Campaign).
Thrift Score was the first thrift store on Roblox, a digital take on a real Salvation Army store, which I produced from concept to launch and live service with a cross-disciplinary team of 5 to 10.
Players could shop around 150 UGC items, from replicas of real Salvation Army items to rare and creator-collab pieces, and make donations. I acted as product owner, owning planning, scope, milestones and KPIs, working with The Salvation Army and their agency BarkleyOKRP.
The experience brought thrifting to a new generation of players and earned a 2026 D&AD Wood Pencil for Brand Integration
As Game Producer, I took PGA Ultimate Golf Simulator from concept to launch and live service on Roblox, leading a cross-disciplinary team of 5 to 10 across gameplay, engineering, art and design.
I acted as product owner and shaped the creative direction, owning planning, scope, milestones and KPIs. Working with PGA TOUR and PING, I built intuitive golf gameplay and competitive mechanics that stayed true to the sport.
Through live updates driven by player data from Game Analytics and Lightdash, the experience reached top 10% performance benchmarks on Roblox.
In the role of Game Producer, I ran live updates on Ralph Lauren: Polo Beach on Roblox after its launch, coordinating a cross-disciplinary team of 10 across gameplay, UX, art and tech.
I owned planning, scope and milestones for each update, and worked with Ralph Lauren and external partners to keep every addition true to the brand.
The project sharpened my experience in brand-driven development and in growing a live experience built on an established brand identity.
My role at Frame Break was Systems Designer, where I designed and prototyped a dynamic quest system for Lightyear Frontier in Unreal Engine 4, built for modularity, scalability and player-driven progression.
I also worked on open-world level design, making sure every area tied into a non-linear narrative that supported environmental storytelling and exploration.
The role deepened my understanding of systemic design and world building, and of how gameplay, narrative and level design come together into one cohesive experience.
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