Game Designer with a strong background in designing immersive gameplay experiences, balancing game systems, and collaborating with multidisciplinary teams.
Bachelor of Computer Science - UFSM (2017)
Portfolio
Personal Projects
Here you can find some projects I made in gamejams and during my free time.
About
Passionate about card games and board games, I graduated in Computer Science and prototyped several games during my time in college and at game jams.
As I delved deeper into Game Design and started working with it, I began to gain a better understanding of the root of my passion.
Ruff Ghanor is a deckbuilder roguelite game that adapts the first book of the Ruff Ghanor series. I worked on it as the Lead Game Designer, focusing primarily on the cards and combat aspects of the game.
The game features various mechanics inspired by other games of the same genre, such as Slay the Spire, Monster Train, and Griftlands, but it has some unique elements that expanded the design space, such as the faith resource and the use of miracles.
Responsabilities: I acted as the Lead Game Designer, leading five other game designers and being responsible for creating and balancing the game's content (cards, relics, miracles, enemies, builds, and synergies).
I was also responsible for ensuring the quality and gameplay of the game's core loop, as well as focusing on the game feel of combat. Alongside the tech art team, I helped accelerate the speed of actions during combat, ensuring that card usage was smooth, card movement in the hand was good, and players felt excited when playing multiple cards in sequence.
Tools: I designed some systems and variations of mechanics to make combat and game progression more interesting for the player, using tools for brainstorming, documentation, and prototyping (Miro, Notion, and Tabletop Simulator). I also used Google Sheets to balance the game's economy and cards.
I also worked directly in the Unreal Engine, using Data Assets to manipulate cards/enemies, modifying blueprints, and even altering/implementing new effects of cards and enemies directly in C++.
Prototyping and Suggesting New Features:
During development, I proposed features to increase the game's replayability given our limitations.
An example of this was the creation of Shiny Cards: variations of existing cards with similar but more specific and powerful effects. We had a limited number of card arts and needed more variety for the game - I suggested adding variations of existing cards to the game's reward pool, so I prototyped, defined the shiny cards, and implemented the system directly in the game.
You can check some gameplay videos of the game here and here.
Project Vamp
Action RPG Roguelite, tells the captivating story of Schell as she fights her way to escape a kobold cave.
This game served as a precursor to Alchemist Adventure game.
I worked as the Lead Game Designer on the project, directly guiding two other game designers. My responsibilities primarily included combat and enemy design, focusing on player actions, enemy behaviors, attack patterns, and AI
The project debuted at PAX West 2022.
Status: Freezed
Camp Wars
Lead game designer of the project for 3 months with a team of 15+ people during the prototype stage.
My responsibilities included brainstorming, designing, and implementing various game features and weapons.
I worked closely with the programming team, prototyping different mechanics using blueprints in Unreal Engine.
Status: In Progress
Pirates of Planet B
Pirates of Planet B is a management and exploration VR game.
I contributed to brainstorming, design, documentation, and implementation of systems, such as navigation, exploration and combat.
I also worked on the content creation, defining enemies, items, quests, and dialogues.
In addition to my role as a Game Designer, I also served as an Audio Programmer, implementing all game sounds using FMOD and the C# programming language.
I recently proposed and collaborated on a simpliflied version of the game, adapting the existing project with the programming team.
Status: Coming Soon...
Na Praia com o Parafina
Casual 2D infinity runner released by Lojas Renner for Children's Day. The player controls Parafina, the shark, and must dodge various obstacles on a road near the beach.
I fully developed the game with the Construct 2 engine.
Sort 64
Arcade Puzzle mobile/browser game where you move balls from one tube to another one, merging them if they have the same number. The game was released by FRVR on Facebook.
I worked as the Game Designer on a small team, and was responsible fo the game's pitch, mechanics, sound effects, progression and balance.
Crona
Crona is a puzzle game where you help a entity so-called Crona, creating red-green-blue color sequences.
I programmed the game and created a level editor to make the process of level creation easier.
Also, all the puzzles and mechanics were made by me.
Game made in Unity, launched in May 2019 as a beta in the Google Play Store.
Father's Home
Father's Home is a game made by me and Vinícius Mateus Dreifke for the Global Game Jam 2019.
We had 48 hours to create a game with the theme "What home means to you".
I was responsible for programming, and both of us worked in the design of the game.
Father's Home is a escape room game, in which you try to discover a hidden secret on a virtual room made by your dead father.
The core mechanic of the game is the use of a "hacker" ability: you can see the code of most of the things in the scene by right-clicking it.
Slender Boardgame
Made by me and Maurício Pergher Soares based on the digital game Slender: The Eight Pages.
Both of us worked in the game design.
Slender Boardgame is a two-player co-op game, where you and your friend search for papers in the woods while try to escape from the horrific Slender.
Move the characters in the scenario to explore and search for clues.
Using the clues you found, you can move them in the Clues Board to differents symbols, granting you bonus and/or penalities according to the path you take.
By moving the clues to specific locations, you can found the papers you need.
Made in one month as a work for a Game Design course in the Universidade Franciscana (UFN).
You can check and download the rulebook below (written in Portuguese).
Drill N' Steal
Drill N' Steal is an 8-bit(ish) 2D side-scrolling platformer, in which you are a thief drilling holes in order to get to the vault of a bank and steal some treasure!
I worked primarily programming and developing the game, helping with the game mechanics and level design.
I also compose the music.
Made for a 48 hour local game jam in 2017 using Unity.
Factory Fight
Factory Fight is a 2d platformer multiplayer game for two or four players. Each player controls a robot,
who can jump and interact with other robots using traps in the scenario. The core mechanic of the game is the energy:
the robots can energize the ground below them, changing its color.
Them, if they activate a electric trap, all the ground of their colors will be energized and kill all other robots that touchs it.
I was one of the two programmers, participating in the game design too.
Game made for a local gamejam in 2017 using Unity.
You need at least one joystick to play the game (for two players).
Microcosmos
Microcosmos is a serious game about the pulmonary structure and function, where the player control a character that travels from the pharynx to the lungs.
Made with Vinícius Mateus Dreifke for a Software Project course at Universidade Federal de Santa Maria (UFSM) in 2016.
We used the pygame library, that uses the Python programming language, to create it.
Since the pygame library do not have a interface to create the levels, we had to create a script that converts
the game map inside a text file to the game engine. Other functionalities, like sprite animations, had do be implemented into the game as well.
Unfortunately, it only runs on Linux.
If you want to play, you have to install the pygame library and run the command line on the linux console python3 start.py in the microcosmos/engine folder.
Plague Siege
Plague Siege is a tower defense game, where the player summon fighters to protect the city from the Black Death. Deadly fleas and rats are your main enemies.
There are 3 types of fighters with different abilities that can even be upgraded! Protect the city be killing all the creatures
and not leaving a single one invade the city.
Made for the 2018 Globam Game Jam using Unity.
Nightmares and Heavens
Nightmares and Heavens is a 2D platformer puzzle game. The player controls a little girl who wokes up late at night,
scaried from a nightmare, finding safety only in her blanket. She tries to enter in her parent's room, fighting againts her fears.
The player controls the girl throughout the game. The girl can move left or right, climb small objects, push or pull objects, and the most important mechanic: use her blanket.
She can throw the blanket to cover specific objects and put the blanket to feel safier.
Made for a local game jam in 2019.
Mono Chameleon
In Mono Chameleon, you control a chameleon who only see one color at a time. Every time you move in one direction, you see objects from a different color. You must be fast, moving through the right places,
paying attention in which objects appear according to the color you see.
I participated in the programming and game design, and made the sound effects and music for the game. I used the FMOD middleware to control the song progression and the sound effects.
Made with Unity for a local game jam, in 2019. The theme was "Only One" - in your game, the player could only see one color at a time.