Games

Also worked on designing, balancing and revamping tons of features in Tennis Clash and War Machines!
And shipped these games as a QA Engineer

Yesterday Once Again (2022, in development)

Skills:

Play! (outdated build)

Yesterday Once Again is the first game I worked on pre-production for months before actually diving into production. It has a heavy focus on narrative and world building, a ton content and a lot more project planning than my previous games. 

This is a game we've been waiting for years to create, and I'm super hyped!

It's a roguelite game that will feature modular, upgradable weapons, passive and active items, and procedurally modified handcrafted levels, complete with hand-drawn 2D cutscenes, dialogue variations and tons and the tons of micro-interactions that I love adding and give so much life to games :)

The entire game system and its tools are being built to be modular and require no coding knowledge to implement new content, allowing artists and game designers to quickly add and test assets in-editor! The months of pre-production quickly paid off as soon as we started developing the game, and allowed us to create a very versatile system with multi-purpose tools.

Just like most indie games, everyone in our (five people) team has multiple roles, I'm usually responsible for most game design, research, production and art/animation tasks, often also responsible for creating product specifications and planning most of our systems alongside the team.

A ~very outdated~ pre-alpha build is available on Itch.io, with intentional changes in game design and balance to make the game fit a more concise experience with no end goal, while we resume development of the game. 

We will stop updating the public build until more systems are implemented!

Build n' Splat! - 2nd place @BIG Festival 2022 (2022; PC, mobile)

Skills:

Play!

Build n' Splat! is a game we made in 48 hours for BIG Festival's Magalu Game Jam 2022 (and we got the second place!). It's a puzzle game featuring funny jellies and environment-based mechanics, where the player has to modify the levels in creative ways to complete the game.

The game has 10 levels that are playable in many different ways, with optional objectives, collectibles and features a level editor that doesn't require a lot of Unity knowledge to use. 

A prototype for a mobile game with different level design strategies  was made later as well.

Perceptive - Poppy's Bakery! (2018, VR)

Skills:

Poppy's Bakery is a VR game made for an XR challenge sponsored by Everis (now called ntt data). We were awarded the prize of best 2018 game in FIAP, got the first place on FIAP NEXT 2018 and the XR challenge, we were invited to showcase the game at Pixel Show 2018 and it was one of the finalists of FIAP's Top 30 startups, being the first game to ever be featured in the competition.

The game was made to help therapists on the treatment of (mainly) children by using VR as a way to add fun elements to the occupational therapy, allowing the children to experience fantasy worlds in their weekly appointments. It mostly helped patients with sensory dysfunctions, like Down's syndrome, autism, ADHD, Tourette's, etc.

Over the course of three months, we planned and developed a game while consulting with some of the best occupational therapy clinics in São Paulo.

It was originally planned to be a collection of games, with other children fantasies like going to space, exploring castles, being pirates, etc., but unfortunately, due to the cost of VR equipment, the project was not feasible for the team to take on, though the feedback we received from therapists and children was incredibly heartwarming.

Little Dude - The Game (2018, PC)

Skills:

Little Dude - The game was made as a side project in 2018, over the course of six months. We started taking it seriously after very good feedback from peers and college teachers, so we submitted the game to BIG Festival and...

The game was one of the 5 finalists at BIG Festival 2018's Indie category, and we were invited to showcase the game at BIG's Panorama Brasil stands. 

It's focuses heavily on humor and gameplay variety, featuring more than 10 characters with unique voice lines, 8 weapons and 9 levels with very different mechanics.

I was initially helping as a consultant for a month or two, so I joined the project after a big portion of it was done, and helped remake a lot of sections of the game, including the Main Menu, HUD, gameplay calibration, fix bugs and animations, and I was also responsible for managing the project after joining the team.

It was my first experience with game events, setting up meetings, pitching games in public, etc., and the whole thing was just awesome! It confirmed once more that this was what I wanted to work with, and I wasn't just mixing up "loving to create games" with "loving to play games".

Brainwashed - Ludum Dare #47 entry (2020, PC)

Skills:

Brainwashed is a game made for the Ludum Dare #47 (2020, theme: Stuck in a loop, made in 72 hours).

You take control of a jumping robot, mixing platforming with puzzle. The game's mechanics are simple: There's 'Move', 'Jump', and 'Discard'.

The 'Discard' mechanic allows the player to discard their current body and jump into a new one, using the discarded bodies as platforms, walls, or anything that can help you clear the level.

Overall, it's an idea that I wanted to revisit to remake the levels and add to the humor of the voiceover, which was one of the things we liked the most and had a lot fun writing. I still have so many lines written on my notebooks...

This was another of our attempts at creating efficient level editors that allowed us to quickly prototype ideas and make calibrations, without the need for coding.


The game received good feedback/ratings and placed at #447 out of 3298 games.

Who Wants to be a Killer (2019, PC)

Who Wants to be a Killer is a game made in 72 hours, in 2019.

It's a 2-4 players PvP party game that features several different maps with hazard zones, power-ups, game modes, characters and weapons.

The focus of this project was to create crazed aesthetics that resemble a TV show game, while exercising some of the things the team wanted to learn.

Skills: