Senior Play Designer // Toca Boca
Stockholm, Sweden · Jan 2022 - Present
Toca Boca is a studio that embraces the power of play in every possible aspect, which is reflected in the job title of Play Designer instead of Game Designer. It's a company working to put kids first on their products and that can be seen from the work environment all the way to the business model. There I'm working at Toca Life World, a creative playground where kids are free to let their imagination run wild with playsets, or create their own characters and homes.
I’m responsible for designing new features in sync with the long-term project vision; creating concepts for content updates from briefings provided by stakeholders, then developing with the team up to release; organizing surveys and workshops for kids, such as kids draw where kids draw what they would like to see in the game, or roleplaying with paper prototypes; advocating for improved workflows, such as documentation, collaboration with other areas, extending the design craft autonomy by including visual scripting as a part of the design craft toolkit.

Game Designer // Might and Delight
Stockholm, Sweden · Mar 2020 - Nov 2021
Might and Delight is a real-life fairytale studio that has a unique soul to make beautiful, immersive and emotionally provocative projects. They instigate players to explore, speculate and reflect, likewise Might and Delight projects demand a very particular way of thinking when designing. There I worked on the genre-defying serene TMORPG Book of Travels and briefly on the emotional journey of the elephants in Shelter 3.
I was responsible for designing new features and improving gameplay; designing and implementing mechanics, features, tools and content along with other teams; refining the level design with the collection loop; balancing gameplay and diverse systems; scripting events, quests and behaviors.

Lead Game Designer // Attractive Interactive
Karlskrona, Sweden · Sep 2018 - Mar 2020
Attractive Interactive is a game studio founded at Blekinge Institute of Technology in Karlskrona. The studio's mission is to develop unique and interesting games for a wide market. Our product was a level-creation game for mobile called Paper Game.
I was responsible for concepting with the team; creating and documenting gameplay mechanics and systems; designing and implementing mechanics, features and tools along with the engineering team. I was also responsible for the User Experience and product positioning.

Lead Game Designer // Black River Studios
Manaus, Brazil · Nov 2014 - Jul 2017
Black River is a 1st party content creator for Samsung based in Manaus. There, I worked on four VR projects and one mobile project spanning different gameplay genres, such as AngestConflict 0: Shattered, Rock & Rails, Finding Monsters Adventure VR and Finding Monsters Adventure Mobile. In early 2016, from the recognition of my work on Finding Monsters Mobile and VR, I was promoted to Senior Game Designer.
I was responsible for developing high concepts, aligning the design with stakeholders, creating and documenting gameplay mechanics and systems, designing and implementing mechanics, features and tools along with the engineering team, planning, gray-boxing and scripting the level design of the games, embedding narrative elements into gameplay. My role included keeping the vision and delegating tasks to other designers, assisting producers with planning and time estimations and negotiating scope with leads from other areas. I also shared knowledge with internal presentations and mentored co-workers from different areas such as game design, UI/UX and tech art.

Game Designer // Aquiris Game Studio
Porto Alegre, Brazil · Feb 2013 - Oct 2014
Aquiris is one of the best-established game studios in Brazil. There I spent almost 2 years working as a Game Designer, mostly on a large F2P browser-based FPS project called Ballistic. I also worked on the infinite-runner advergame Quasar Quest for browsers and mobile, and the flick-to-goal toy Pocket Goal for mobile devices. By the end of my stay at Aquiris, I was the game designer responsible for the proof of concept team, making prospect projects for the studio.
I was responsible for designing new features and improving gameplay; prototyping features and game mechanics; balancing the game and economy according to playtests and telemetry data; pitching updates to the publisher and new game concepts to studio partners.

Lead Game Designer // Aduge Studio
Curitiba, Brazil · May 2007 - February 2013
Aduge was a 6 people studio primarily focused on developing gameplay experiences that emphasized strong aesthetics. The studio operated until 2012, and we released games such as Qasir al-Wasat, which was a finalist at IndieCade 2012 under the Story and World Design category, at BIG Festival 2012 for Best Narrative and Brazilian Revelation, and at SBGames 2012 won the Best Technology award. Other smaller projects from the studio include Mnemons, and Semblante.
I was responsible for game concepting with the team; designing and documenting gameplay mechanics and systems; planning and building the level design of the games and embedding narrative elements into gameplay along with the narrative designer. Since Aduge had a defined cultural approach to games, all the processes included a careful concepting phase involving thorough research, which was constantly iterated during the development phase.
I was also responsible for the QA process, bug hunting and assessing if the games were conveying the intended messages and aesthetics. This included performing exhaustive testing and managing outside testers partaking in the quality assurance phases.

Personal Projects @ beta-138.itch.io
Master's Degree in Serious Games
University of Skövde - Skövde, Sweden
September 2017 - June 2018

Graphic Design Bachelor Degree
Universidade Federal do Paraná - Curitiba, Brazil
March 2007 - November 2011
Master Thesis

Gamasutra Features
A series of articles explaining the process of bringing Finding Monsters Adventures from Mobile to VR

Peer Reviewed
A series of papers focused on deepening the MDA Framework, available only in Portuguese
C.D.E. - Uma ferramenta para análise de jogos // Presented at Interaction South America 2010
Best VR Game // SBGames 2017
Angest won the Best VR Game Award.
Best Storytelling // SBGames 2017
Angest won the Best Storytelling Award.
Finalist in 4 categories // SBGames 2017
Angest was a finalist in Best Game, Best Visual Art, Best Audio and Best Technology categories.
Honorable Mentions // Vision Summit 2016
Finding Monsters Adventure for Gear VR received an honorable mention for Best Game and Best Art.
Best Visual Art // SBGames 2016
Finding Monsters Adventure won Best Visual Art Award.
Technical Achievement Award // SBGames 2013
Ballistic won the Technical Achievement Award.
Story and World Design Finalist // IndieCade 2012
Qasir al-Wasat was a finalist in the Story and World Design category.
Finalist in 2 categories // BIG Festival 2012
Qasir al-Wasat was a finalist in Best Narrative and Brazilian Revelation categories.
Best Technology // SBGames 2012
Qasir al-Wasat won the Best Technology award.
Game Design, Gameplay, Digital and Analog Prototyping, Level Design, Gray-boxing, Scripting, Pitching, Mentoring, Researching, Virtual Reality, Graphic Design, User Interface Design, User Experience Design
Unity3D, Script Graph, PlayMaker, NodeCanvas, Behavior Designer, Figma, Visionaire Studio, Twine, Microsoft Office, Adobe Kit, Confluence, Jira, Wiki platform, Git, SVN, Perforce, Reaper
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