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As a Game Designer, I’m passionate about crafting systems, stories, and player-first experiences that connect and challenge players. Below is a selection of projects that highlight my skills in systems design, UX, narrative, and team collaboration — across shipped commercial titles, educational experiences, and experimental prototypes.

FER.AL — Wildworks | PC & Mobile MMO

About the Game

A free-to-play online world where players create their own mythical creature, customize their look, build sanctuaries, complete quests, and socialize in a vibrant, ever-expanding universe.

My Role

Senior Game Designer — Systems, UX Flows, Level Design

Key Contributions

  • Designed multiple gameplay systems: Customization, Inventory, Minimap, Chat, Quests, Gliding, and Onboarding.

  • Created UX flows and wireframes for social features and player progression.

  • Led the design and balancing of the Gliding System and its levels for emergent gameplay.

  • Designed the minigame Do or Dye, from concept to implementation, receiving positive player feedback.

  • Researched and benchmarked 100+ customization systems to deliver an intuitive and engaging player experience.

  • Supported LiveOps updates, player feedback analysis, playtesting, and feature iteration.

Tools Used

Unity 3D | Jira | Miro | Adobe Photoshop & Illustrator | SVN | Plastic SCM

Impact

  • 1M+ downloads worldwide

  • Featured on the App Store

  • Key contributor to core systems & player retention features

Process & Visual

Customization - body mods, clothes, favorites, animal class, decals

Customization - body mods, clothes, favorites, animal class, decals

Level Design - Queen A vs. Queen B Layout

Level Design - Queen A vs. Queen B Layout

Blood Tundra Level Design

Blood Tundra Level Design

Chat Feature - Lakeroot Valley

Chat Feature - Lakeroot Valley

Gliding - Lakeroot Valley Level Design

Gliding - Lakeroot Valley Level Design

Inventory

Inventory

Harvesting - Lakeroot Valley

Harvesting - Lakeroot Valley

Sanctuary - Interior Decoration & Customization

Sanctuary - Interior Decoration & Customization

Sanctuary Snow Exterior Area

Sanctuary Snow Exterior Area

Sanctuary - Upgradable, Castle Mod

Sanctuary - Upgradable, Castle Mod

Quest - Mugmyre Marsh

Quest - Mugmyre Marsh

Mugmyre Marsh Level Design

Mugmyre Marsh Level Design

Mugmyre Marsh - Level Design & Quests

Mugmyre Marsh - Level Design & Quests

Season Pass - Monetization, Premium

Season Pass - Monetization, Premium

Lakeroot Valley Quest

Lakeroot Valley Quest

Alchemy - Collectors Apect

Alchemy - Collectors Apect

Quick Time Event - Treasure Chest

Quick Time Event - Treasure Chest

Body Mods, Customization

Body Mods, Customization

Customization - Decals System

Customization - Decals System

Pop up - User Experience

Pop up - User Experience

Lakeroot Valley Gliding & Minimap Feature

Lakeroot Valley Gliding & Minimap Feature

Lakeroot Valley - Quest & Level Design

Lakeroot Valley - Quest & Level Design

AJ Academy: Amazing Animals — Wildworks | iOS & Android App

About the Game

A free, ad-free, and offline-accessible educational app from the creators of Animal Jam and National Geographic, featuring an interactive e-book library about fascinating animals from around the world. Designed to provide an engaging learning experience for children and families.

My Role

Designer & Producer — Systems, UX, Content Coordination, Production Management

Key Contributions

  • Led the design and production of the entire app from concept to launch within a 3-month development cycle.

  • Created the production plan, competitor analysis, and product proposal during pre-production.

  • Designed user flows, menus, and screen layouts ensuring brand consistency with Animal Jam's established visual identity.

  • Managed cross-platform integration between AJ Academy and the Animal Jam game.

  • Coordinated directly with writing, art, and audio teams to deliver an engaging and cohesive user experience.

  • Presented app updates to the company during production milestones.

  • Handled playtesting, iteration, bug fixing, and marketing collaboration leading up to release.

  • Directly contributed final art assets and image retouching for the shipped product (using Adobe Photoshop & Illustrator).

  • Supported internationalization by leveraging Portuguese language skills for content review and localization.

Tools Used

Unity 3D | JIRA | Adobe Photoshop & Illustrator | Premiere Pro

Impact

  • Fully released app available on Google Play, Amazon Store, and iTunes.

  • Delivered in just 3 months from prototype to live product.

  • Successfully maintained brand consistency across platforms.

  • Positive feedback from players, parents, and company stakeholders.

Process & Visuals

AJ Academy: Amazing Animals - Splash Screen

AJ Academy: Amazing Animals - Splash Screen

Book Library - Read vs Unread Books

Book Library - Read vs Unread Books

Interactive Page Example - Habitat and Diet

Interactive Page Example - Habitat and Diet

AJ Academy: Amazing Animals

AJ Academy: Amazing Animals

Sea Otter Book Cover

Foxes Book Cover

Foxes Book Cover

Toucans Book Cover - Brand Consistency Examples

Toucans Book Cover - Brand Consistency Examples

Cross-Platform Integration

Cross-Platform Integration

A Walk in the Woods — Something Dark Studios | PC (Unreal Engine)

About the Game

A spooky 3D co-op stealth adventure where up to 4 players must navigate a dark, procedurally generated forest, searching for each other while avoiding the deadly gaze of a roaming monster.

My Role

Lead Game Designer & Co-Producer — Systems, Level Design, UX

Key Contributions

  • Designed core gameplay systems focused on tension, exploration, and multiplayer coordination.

  • Created procedurally generated level layouts in collaboration with engineers to ensure replayability and challenge balance.

  • Led the development of a 3D adaptive audio system enhancing immersion based on player proximity and monster presence.

  • Owned and maintained all game design documentation, including mechanics, UX, level design, and player progression.

  • Managed production tasks: sprints, stand-ups, weekly pitches, and cross-team communication.

  • Co-led design vision alignment between different design leadership styles to maintain cohesive player experience.

  • Assisted with UI/UX design and implemented gameplay feedback loops.

Tools Used

Unreal Engine | JIRA | Adobe Photoshop & Illustrator | Maya | Premiere Pro

Impact

  • Successfully launched a fully functional 4-player online multiplayer experience with lobby integration under a tight academic development cycle.

  • Developed gameplay systems supporting emergent multiplayer strategies within a dynamic forest environment.

  • Enhanced player immersion through sound design tied to gameplay states.

Process & Visuals

Loading Screen

Loading Screen

Controls Screen

Controls Screen

Visual Game Design Document

Visual Game Design Document

Forest Scene - Procedural Generation

Forest Scene - Procedural Generation

Forest - Asset Creation

Forest - Asset Creation

Procedural Generation - Module Example For Level Creation

Procedural Generation - Module Example For Level Creation

Module Pack For Level Design

Module Pack For Level Design

Forest Asset Pack

Forest Asset Pack

Player Avatar # 3

Player Avatar # 3

Player Avatar # 2

Player Avatar # 2

Player Avatar # 4

Player Avatar # 4

Win Screen

Win Screen

Game Over Screen

Game Over Screen

Playtesting Picture

Playtesting Picture

Characters 3D Printing & Painting

Characters 3D Printing & Painting

Game Concept # 1

Game Concept # 1

Game Concept # 2

Game Concept # 2

Game Concept # 3 - Enemy

Game Concept # 3 - Enemy

Game Concept # 4

Game Concept # 4

Game's Mood Board

Game's Mood Board

Revira Volta — SBGames 2015 Winner | Educational Board Game

About the Game

An award-winning educational board game designed to teach real Brazilian history to 10-12 year-old students through playful interaction, trivia, and strategy. Developed to support classroom engagement and learning retention.

My Role

Creative Producer & Game Designer — Systems, Level Design, Playtesting, Production

Key Contributions

  • Led game design and production from ideation to final prototype for academic presentation.

  • Facilitated ideation workshops and prototyping sessions using design methods to validate game ideas with students and teachers.

  • Designed core systems: trivia questions, action cards, progression mechanics, difficulty balancing, and session length optimization.

  • Managed playtesting sessions with 6th-grade students, gathering feedback from players and educators to guide iteration cycles.

  • Created and refined multiple prototypes for testing cost, gameplay clarity, and historical accuracy.

  • Directed the art team to ensure visual consistency and classroom-friendly aesthetics.

  • Pitched the project to academic audiences, winning the Best Game award at SBGames 2015 Symposium.

Tools Used

Adobe Photoshop & Illustrator | Trello | Manual Prototyping Tools

Impact

  • Winner of Best Game at SBGames 2015 (Brazil’s largest academic game development conference).

  • Successfully balanced fun gameplay with real educational content.

  • Developed clear documentation and an academic article presenting research, design methodology, and results.

  • Deck presentation about the process here

Process & Visuals

Board Layout & Game Components

Board Layout & Game Components

Action Cards & Question Deck

Action Cards & Question Deck

Play Session - Avatars & Decks

Play Session - Avatars & Decks

Open and Closed Game Box

Open and Closed Game Box

Game Rules, Cards, and Tokens/Avatars

Game Rules, Cards, and Tokens/Avatars

Final Polished Prototype Presented at SBGames

Final Polished Prototype Presented at SBGames

SBGames 2015 Winner Certificate

SBGames 2015 Winner Certificate

Frei.re — Escribo | PC (Canvas/HTML5 Educational Platform)

About the Project

An educational game platform designed to help kindergarten and first-grade students develop cognitive skills through mini-games. Teachers could create customized games using a library of content and eight flexible, foundational mechanics, supporting early childhood learning through play.

My Role

Game Designer — Systems Design, UX Framework, Game Documentation

Key Contributions

  • Designed 8 core modular mechanics (e.g., target shooting, matching pairs, climbing challenges, tangram puzzles) to serve as the foundation for a wide variety of educational games.

  • Developed a game generator framework allowing educators to build multiple game experiences using different content and aesthetics.

  • Created and delivered clear mini-game design documents to guide engineers and artists through each mechanic’s rules, flow, and gameplay purpose.

  • Collaborated directly with educators to align game content with learning goals and child-friendly interaction standards.

  • Assisted in UI/UX structure, screen concepts, and flow design to ensure clarity and accessibility for young players.

  • Contributed to art direction, gameplay balance, and rapid prototyping alongside the development team.

Tools Used

Adobe Photoshop | Illustrator | Premiere Pro | JIRA | Unity Canvas/HTML5 Framework

Impact

  • Developed a modular platform that could scale new educational content efficiently.

  • Successfully aligned game mechanics with pedagogical strategies through collaborative work with five teachers.

  • Supported Escribo’s educational mission with playful and flexible game design adaptable for multiple learning environments.

Process & Visuals

Mira Certa Library #1- Title Page

Mira Certa Library #1- Title Page

Mira Certa Library #1 - Aiming Mechanics #1

Mira Certa Library #1 - Aiming Mechanics #1

Mira Certa Library #1 - Aiming Mechanics #1 - Title Page

Mira Certa Library #1 - Aiming Mechanics #1 - Title Page

Mira Certa Library #1 - Aiming Mechanics #3

Mira Certa Library #1 - Aiming Mechanics #3

Queda Livre Library #1 - Title Page

Queda Livre Library #1 - Title Page

Queda Livre Library #1 - Aiming Mechanics #1

Queda Livre Library #1 - Aiming Mechanics #1

Queda Livre Library #1 - Aiming Mechanics #2

Queda Livre Library #1 - Aiming Mechanics #2

Queda Livre Library #1 - Aiming Mechanics #3

Queda Livre Library #1 - Aiming Mechanics #3

Queda Livre Library #1 - Aiming Mechanics #4

Queda Livre Library #1 - Aiming Mechanics #4

Mira Certa Library #2- Title Page

Mira Certa Library #2- Title Page

Mira Certa Library #2 - Aiming Mechanics #1

Mira Certa Library #2 - Aiming Mechanics #1

Mira Certa Library #2 - Aiming Mechanics #2

Mira Certa Library #2 - Aiming Mechanics #2

Queda Livre Library #2 - Title Page

Queda Livre Library #2 - Title Page

Queda Livre Library #2 - Aiming Mechanics #1

Queda Livre Library #2 - Aiming Mechanics #1

Queda Livre Library #2 - Aiming Mechanics #2

Queda Livre Library #2 - Aiming Mechanics #2

Queda Livre Library #2 - Results Screen

Queda Livre Library #2 - Results Screen

Some Some - Title Page

Some Some - Title Page

Some Some - Mechanics #1

Some Some - Mechanics #1

Some Some - Mechanics #2

Some Some - Mechanics #2

Some Some - Mechanics #2

Some Some - Mechanics #2

Tangram - Title Page

Tangram - Title Page

Tangram - Cat #1

Tangram - Cat #1

Tangram - Cat #2

Tangram - Cat #2

Mira Certa Library #3- Title Page

Mira Certa Library #3- Title Page

Mira Certa Library #3 - Aiming Mechanics #1

Mira Certa Library #3 - Aiming Mechanics #1

Escalada Pares - Title Page

Escalada Pares - Title Page

Escalada Pares - Mechanics #1

Escalada Pares - Mechanics #1

Escalada Pares - Mechanics #2

Escalada Pares - Mechanics #2

Escalada Pares - Mechanics #3

Escalada Pares - Mechanics #3

Escalada Pares - Results Screen

Escalada Pares - Results Screen

Escalada Pares - Mechanics #4

Escalada Pares - Mechanics #4

Escalada Pares - Mechanics #5

Escalada Pares - Mechanics #5

Welcome Screen

Welcome Screen

Other Projects or Game Jam Highlights

I also love exploring ideas through game jams, prototypes, and collaborative side projects. Here’s a collection of other designs where I experimented with mechanics, visuals, or playful storytelling.

Play more of my smaller games & experiments:
kellelima.itch.io
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