About Me

Game Designer

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2018-2015

Academic Degree

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2018-2015

Academic Degree

Lorem ipsum dolor sit amet consectetuer adipiscing elit aenean commodo ligula eget dolor aenean massa.

2018-2015

Academic Degree

Lorem ipsum dolor sit amet consectetuer adipiscing elit aenean commodo ligula eget dolor aenean massa.

2018-2015

Academic Degree

Lorem ipsum dolor sit amet consectetuer adipiscing elit aenean commodo ligula eget dolor aenean massa.

  • Everything
  • Game Design
  • Lecture
  • Personal Project
Game Design

Deepest Trench

Deepest Trench

Deepest Trench is a local co-op game developed for PC with a focus on narrative and puzzles. In this game, I worked as a Game Designer and Level Designer.

As a Game Designer, I worked developing the puzzles and applying them directly within the Unity engine. As a Level Designer, I created different levels, defining the pacing and also applying all the assets directly within Unity.

I also had daily meetings to polish the narrative and integrate the gameplay with the game's story.

Game Design

xSpectar

xSpectar

xSpectar is an online game where players have the opportunity to live in a digital reality. I worked as a Game Designer and Level Designer on this game.

As a Game Designer, I was responsible for creating mechanics, such as the Frisbee mechanic, and systems such as the racing system, defining the car's engine and gameplay, as well as balancing it. As a Level Designer, I created the level for the parkour mechanic, where players can play and face challenges.

I had daily meetings with the engineering and UI teams to define menus and improve gameplay.

Game Design

UniqKiller

UniqKiller

UniqKiller: Urban Shooter is a 3D midcore shooter. The game is online, with 5v5 matches. As a Game Designer, I was responsible for creating the weapons system, progression system, and economy. I was also responsible for defining the weapons and equipment that the players use during the matches, as well as defining the meta and balancing it. In this project, I worked very closely with the engineering team and the UI team to create the best experience for the player.

Game Design

Everlast

Everlast

Everlast (unannounced) is an anime-style AA JRPG for consoles. As a Game Designer System, I was responsible for creating all the game systems, such as the battle system, economy system, progression system, and quest system, and balancing the battles and economy. In this project, I worked daily with the engineering team and artists to help with the definitions.

Game Design

The Walking Dead

The Walking Dead

The Walking Dead is one of the biggest IPs in the world, I had the pleasure of working on their new Web 3 game for The Sandbox Metaverse. As a Game Designer, I was responsible for creating systems, mechanics, economics, documentation, and narrative, defining the sound's and music, implementing features, and doing all the balance of the game.

I worked very closely with artists and other Designers, in a highly dynamic team, focused on constant and fast deliveries.

Game Design

Equilibrium and the Land of Hope

Equilibrium and the Land of Hope

Equilibrium is a Cyber Tribal game, available for PCs. The game is the first of its kind in the world, with unique mechanics and visuals. Equilibrium was also selected for Panorama Brasil, from BIG Festival, the largest indie game event in Latin America. Acting as a Game Designer, I was responsible for the development of Mechanics, Systems, Narrative, Level Design, Balance, and Production.

As the main Game Designer on the project, I used techniques like Scrum and Kanban to organize the team along with all deliverables. To learn more about Equilibrium click here.

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