Benfica Football Merge is the official casual mobile game of Sport Lisboa Benfica. The game was a case of excellent success in the KPI metrics, being one of the reference games of the Hermit Crab studio.The game was released in Early Access and even so achieved excellent metrics, notes and reactions from the players.
*All rights reserved to Hermit Crab and the Sport Lisboa Benfica club.
My work.
I worked as a Game Designer responsible for working on progression systems, balancing, analyzing data from Game Analytics and working on the game's LiveOps based on BI metrics. I was also responsible for documenting all the processes in a visual, clear and objective way so that the programming and art teams were in tune with the same product vision.
System Design, LiveOps, Documentation, Balancing, Data Analysis and KPI.
"Tô Indo..." is an educational game developed by the experimental games studio of the Ânima education network, Square Pix, in conjunction with the EPTC of Porto Alegre. The aim of the game and this partnership is to create an interactive and educational game to raise awareness among young people and teenagers about the dangers of traffic, given that a large proportion of fatal traffic accidents involve young people who are drunk or do not have a driver's license.
Documentation
As I mentioned above, I joined the project in the middle of development, so much of my documentation work was reorganizing and adapting what had already been done to speed up the game's production.
I joined as Game Designer and Producer in the middle of the game's development to help speed up the process, as the project was behind the schedule given by the client. Having only half the time given to the game to speed up development, I managed the team to deliver a good product.
Evils of Gravegarden is a top down bullet hell shooter where the player has to fight different bosses and defeat enemies in specific sequences to damage the boss. The game was developed for the first CTRL ALT JAM under the theme of Side Effect. The theme was approached through enemies that cause a side effect when they die and the idea of a collateral shot that hits a second enemy after passing through the first.
Documentation
Evils of Gravegarden is a game developed during a gamejam, so detailed documentation was not a priority during the project's development. However, the game does have a good deal of the initial concepts documented.
I worked mainly as a Game Designer, designing the mechanics and their interactions with the game's systems, as well as balancing and testing the game. I also worked as a programmer, developing scripts and systems to make the game work.
Helmet Guy is a fast-paced 2D platformer in which the player must use the power of his helmet to get through the many difficult levels. The game oozes charisma and is very challenging.
My Work.
Helmet Guy is a fast-paced 2D platformer in which the player must use the power of his helmet to get through the many difficult levels. The game oozes charisma and is very challenging.
Guri em busca do João da Mão de Pilão is a fangame based on the comic book "Guri", created by Randall Reis Zacarias. The game is an adventure where you have to help the villagers to build up their collection of cards.
Minhas Contribuições
In this project I worked as Game Designer, Level Designer, Producer and Programmer. This game was developed for the web game development class in the Digital Games course.
Maguinhos is a competitive platform game for up to 4 players. Players must climb towers while avoiding falling or dying on obstacles, and the winner is the player who scores the most points on three different towers.
Minhas Contribuições
In this project I worked as a solo developer, from Game Design to Art. This game was developed for the Balance class in the Digital Games course. As a result, I wrote an article about this process to be submitted to SBGames, but unfortunately it wasn't accepted.
Hope is an atmospheric horror game in the Escape Room genre. The game was developed for Game Jam Magalu at BIG Festival 2022. Hope is more of an interactive experience than a game, and it's up to the player to discover, live and experience the protagonist's suffocations.
Minhas Contribuições
I worked as Game Designer and Producer on the project, leading a team of 8 people to deliver the best game possible. Leading this team and working on the game was a great challenge, and I learned a lot from this project.
During my time at Hermit Crab Game Studio, I've been working as a Game Designer on interactive experiences for The Sandbox platform. The Walking Dead Through the Tower experience is considered the most immersive experience in the entire metaverse, with an emphasis on sound design, mechanics and narrative.
*All rights reserved to Hermit Crab and the respective IPs,
My Work
I worked as a Game Designer, planning and prototyping mechanics, testing, balancing and also programming them for the final product. I worked daily with the team of artists, level designers and Content Designers to produce these experiences.
Gameplay TWD - Through the Tower.
Split Your Brain
What is ?
Split Your Brain was a game designed for the mobile market, but unfortunately it wasn't released. The project aims to reach the hypercasual games market, so the game design was entirely geared towards this audience. The player must control the two blocks on either side of the screen simultaneously and dodge their different colors.
My Work.
In this project I worked as a solo developer, from Game Design to Art. This game was developed for the Mathematics and Physics classes applied to games in the Digital Games course.
Spies is a prototype developed for the Multiplayer Games classes of the Digital Games course at UniRitter. Spies is an asymmetrical cooperative stealth and puzzle game, where one player takes on the role of a hacker and the other of a spy and both must cooperate to avoid detection in order to pass the stage.
Documentation
As I mentioned earlier, Spies was a project in which the main focus was on the technical and programming side, so all the game's documentation was based on this area.
This game was practically entirely made by me, I worked as a Game Designer, as a Programmer and as an Artist. And as I said before, the focus of the project was to produce and program a functional multiplayer system in a Game Design that interacts with this proposal.