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
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Designed multiple gameplay systems: Customization, Inventory, Minimap, Chat, Quests, Gliding, and Onboarding.
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Created UX flows and wireframes for social features and player progression.
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Led the design and balancing of the Gliding System and its levels for emergent gameplay.
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Designed the minigame Do or Dye, from concept to implementation, receiving positive player feedback.
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Researched and benchmarked 100+ customization systems to deliver an intuitive and engaging player experience.
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Supported LiveOps updates, player feedback analysis, playtesting, and feature iteration.
Tools Used
Unity 3D | Jira | Miro | Adobe Photoshop & Illustrator | SVN | Plastic SCM
Impact
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1M+ downloads worldwide
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Featured on the App Store
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Key contributor to core systems & player retention features
Process & Visual
![]() Customization - body mods, clothes, favorites, animal class, decals | ![]() Level Design - Queen A vs. Queen B Layout | ![]() Blood Tundra Level Design |
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![]() Chat Feature - Lakeroot Valley | ![]() Gliding - Lakeroot Valley Level Design | ![]() Inventory |
![]() Harvesting - Lakeroot Valley | ![]() Sanctuary - Interior Decoration & Customization | ![]() Sanctuary Snow Exterior Area |
![]() Sanctuary - Upgradable, Castle Mod | ![]() Quest - Mugmyre Marsh | ![]() Mugmyre Marsh Level Design |
![]() Mugmyre Marsh - Level Design & Quests | ![]() Season Pass - Monetization, Premium | ![]() Lakeroot Valley Quest |
![]() Alchemy - Collectors Apect | ![]() Quick Time Event - Treasure Chest | ![]() Body Mods, Customization |
![]() Customization - Decals System | ![]() Pop up - User Experience | ![]() Lakeroot Valley Gliding & Minimap Feature |
![]() 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
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Led the design and production of the entire app from concept to launch within a 3-month development cycle.
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Created the production plan, competitor analysis, and product proposal during pre-production.
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Designed user flows, menus, and screen layouts ensuring brand consistency with Animal Jam's established visual identity.
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Managed cross-platform integration between AJ Academy and the Animal Jam game.
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Coordinated directly with writing, art, and audio teams to deliver an engaging and cohesive user experience.
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Presented app updates to the company during production milestones.
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Handled playtesting, iteration, bug fixing, and marketing collaboration leading up to release.
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Directly contributed final art assets and image retouching for the shipped product (using Adobe Photoshop & Illustrator).
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Supported internationalization by leveraging Portuguese language skills for content review and localization.
Tools Used
Unity 3D | JIRA | Adobe Photoshop & Illustrator | Premiere Pro
Impact
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Fully released app available on Google Play, Amazon Store, and iTunes.
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Delivered in just 3 months from prototype to live product.
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Successfully maintained brand consistency across platforms.
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Positive feedback from players, parents, and company stakeholders.
Process & Visuals
![]() AJ Academy: Amazing Animals - Splash Screen | ![]() Book Library - Read vs Unread Books | ![]() Interactive Page Example - Habitat and Diet |
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![]() AJ Academy: Amazing AnimalsSea Otter Book Cover | ![]() Foxes Book Cover | ![]() Toucans Book Cover - Brand Consistency Examples |
![]() 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
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Designed core gameplay systems focused on tension, exploration, and multiplayer coordination.
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Created procedurally generated level layouts in collaboration with engineers to ensure replayability and challenge balance.
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Led the development of a 3D adaptive audio system enhancing immersion based on player proximity and monster presence.
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Owned and maintained all game design documentation, including mechanics, UX, level design, and player progression.
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Managed production tasks: sprints, stand-ups, weekly pitches, and cross-team communication.
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Co-led design vision alignment between different design leadership styles to maintain cohesive player experience.
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Assisted with UI/UX design and implemented gameplay feedback loops.
Tools Used
Unreal Engine | JIRA | Adobe Photoshop & Illustrator | Maya | Premiere Pro
Impact
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Successfully launched a fully functional 4-player online multiplayer experience with lobby integration under a tight academic development cycle.
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Developed gameplay systems supporting emergent multiplayer strategies within a dynamic forest environment.
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Enhanced player immersion through sound design tied to gameplay states.
Process & Visuals
![]() Loading Screen | ![]() Controls Screen | ![]() Visual Game Design Document |
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![]() Forest Scene - Procedural Generation | ![]() Forest - Asset Creation | ![]() Procedural Generation - Module Example For Level Creation |
![]() Module Pack For Level Design | ![]() Forest Asset Pack | ![]() Player Avatar # 3 |
![]() Player Avatar # 2 | ![]() Player Avatar # 4 | ![]() Win Screen |
![]() Game Over Screen | ![]() Playtesting Picture | ![]() Characters 3D Printing & Painting |
![]() Game Concept # 1 | ![]() Game Concept # 2 | ![]() Game Concept # 3 - Enemy |
![]() Game Concept # 4 | ![]() 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
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Led game design and production from ideation to final prototype for academic presentation.
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Facilitated ideation workshops and prototyping sessions using design methods to validate game ideas with students and teachers.
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Designed core systems: trivia questions, action cards, progression mechanics, difficulty balancing, and session length optimization.
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Managed playtesting sessions with 6th-grade students, gathering feedback from players and educators to guide iteration cycles.
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Created and refined multiple prototypes for testing cost, gameplay clarity, and historical accuracy.
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Directed the art team to ensure visual consistency and classroom-friendly aesthetics.
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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
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Winner of Best Game at SBGames 2015 (Brazil’s largest academic game development conference).
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Successfully balanced fun gameplay with real educational content.
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Developed clear documentation and an academic article presenting research, design methodology, and results.
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Deck presentation about the process here
Process & Visuals
![]() Board Layout & Game Components | ![]() Action Cards & Question Deck | ![]() Play Session - Avatars & Decks |
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![]() Open and Closed Game Box | ![]() Game Rules, Cards, and Tokens/Avatars | ![]() Final Polished Prototype Presented at SBGames |
![]() 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
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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.
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Developed a game generator framework allowing educators to build multiple game experiences using different content and aesthetics.
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Created and delivered clear mini-game design documents to guide engineers and artists through each mechanic’s rules, flow, and gameplay purpose.
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Collaborated directly with educators to align game content with learning goals and child-friendly interaction standards.
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Assisted in UI/UX structure, screen concepts, and flow design to ensure clarity and accessibility for young players.
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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
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Developed a modular platform that could scale new educational content efficiently.
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Successfully aligned game mechanics with pedagogical strategies through collaborative work with five teachers.
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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 - Aiming Mechanics #1 | ![]() Mira Certa Library #1 - Aiming Mechanics #1 - Title Page |
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![]() Mira Certa Library #1 - Aiming Mechanics #3 | ![]() Queda Livre Library #1 - Title Page | ![]() Queda Livre Library #1 - Aiming Mechanics #1 |
![]() Queda Livre Library #1 - Aiming Mechanics #2 | ![]() Queda Livre Library #1 - Aiming Mechanics #3 | ![]() Queda Livre Library #1 - Aiming Mechanics #4 |
![]() Mira Certa Library #2- Title Page | ![]() Mira Certa Library #2 - Aiming Mechanics #1 | ![]() Mira Certa Library #2 - Aiming Mechanics #2 |
![]() Queda Livre Library #2 - Title Page | ![]() Queda Livre Library #2 - Aiming Mechanics #1 | ![]() Queda Livre Library #2 - Aiming Mechanics #2 |
![]() Queda Livre Library #2 - Results Screen | ![]() Some Some - Title Page | ![]() Some Some - Mechanics #1 |
![]() Some Some - Mechanics #2 | ![]() Some Some - Mechanics #2 | ![]() Tangram - Title Page |
![]() Tangram - Cat #1 | ![]() Tangram - Cat #2 | ![]() Mira Certa Library #3- Title Page |
![]() Mira Certa Library #3 - Aiming Mechanics #1 | ![]() Escalada Pares - Title Page | ![]() Escalada Pares - Mechanics #1 |
![]() Escalada Pares - Mechanics #2 | ![]() Escalada Pares - Mechanics #3 | ![]() Escalada Pares - Results Screen |
![]() Escalada Pares - Mechanics #4 | ![]() Escalada Pares - Mechanics #5 | ![]() 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.








