Catalog

Browse games, products, demos, and team projects by context or technology.

Showing 12 of 12 projects

  1. A rescue worker walks between an overturned car and a damaged police car; the HUD shows three radio signals at different strengths.

    Pathless

    A rescue game where players use a proximity radio to locate survivors, choose how to assist them, and reach extraction as a citywide calamity escalates.

    Role:
    Game Engineer
    Type:
    Rescue-and-exploration game
    Period:
    Aug 23–30, 2026
    Context:
    Brackeys Game Jam 2026.2
    itch.io
    See more

    Selected contributions

    Pathless was our three-person entry for Brackeys Game Jam 2026.2. I invited a childhood friend and my sister to join me for a lighthearted break from work; neither had prior experience with game development or related fields. I developed key gameplay and mission systems, with player setup and scene work shared across the team.

    • Radio scanning architecture: I implemented the proximity scanner and HUD using ScriptableObject definitions for signal ranges. A Unity Awaitable loop samples sources and maps distance to discrete strength levels; the scanner communicates proximity rather than direction or triangulation.
    • Survivor and mission flow: I implemented survivor interaction and assistance, then integrated mission progression, extraction, restart, and results reporting. C# events and delegates connect mission state to rescue accounting and the report. The calamity baseline and main-scene assembly include shared work.
    • Player setup and scene tools: I configured and integrated the third-party Starter Assets controller, input actions, and mission triggers. ProBuilder was part of collaborative scene work.

    Technology

    • Unity 6
    • C#
    • UI Toolkit
    • URP
    • Input System
    • Cinemachine
    • ScriptableObjects
    • Unity Awaitable
    • Starter Assets
    • ProBuilder
  2. A counting activity shows eight pepperoni slices beside a cheerful character in a snowy landscape.

    Ello 2.0: Learn Reading & Math

    An AI-powered learning platform where children practice reading and math through personalized quests and adaptive activities.

    Role:
    Software Engineer
    Type:
    AI-powered reading and math platform
    Period:
    Sep–Nov 2025
    Context:
    Ello
    See more

    Selected contributions

    Some details are kept high-level.

    I contributed to the Flutter client across core learning features and shared product work.

    • Quest progression and typed quest data: I developed quest progression and reward flows, then migrated quest data to typed models and feature-flagged configuration, with focused tests for completion behavior.
    • Home-screen and agent integration: I connected home-screen activities to backend and agent interactions through Flutter routing, Protocol Buffers contracts and a reusable message builder.
    • Parent gate and shared flows: I implemented the parent-gate math challenge and contributed to shared account/settings and intro-media lifecycle work, including video preload and skip behavior.
  3. “Wisp’s Big Quest” reading screen with Ello beside story text over a forest scene.

    Read With Ello

    An interactive reading app for children that combines decodable books, an AI reading coach, and quest-based rewards.

    Role:
    Unity Software Engineer
    Type:
    AI-powered reading app
    Period:
    Oct 2022–Aug 2025
    Context:
    Ello
    See more

    Selected contributions

    Some details are kept high-level.

    I worked on Ello’s child-facing Unity client as part of its product team.

    • Book Library and interactive reading: I implemented Book Library catalog and cover flows, book selection and loading, and progress tracking across reading sessions.
    • Quest progression and rewards: I built quest cards, objectives, completion flows, and reading-quest tutorials, then extended the player flow to include star rewards, the Prize Store, book unlocks, and client-side refreshes.
    • Tablet-to-mobile adaptation: I adapted parts of Ello’s tablet-first app for phones and built selected onboarding flows.
    • Client integration and stability: I integrated GraphQL client operations with shared Unity packages and fixed selected lifecycle and stability issues.
  4. Diggy gameplay showing the dog in a top-down level with obstacles and collectibles.

    Diggy, the dog

    A 2D chase game where a dog pursues a mole underground while avoiding obstacles.

    Role:
    Game Engineer
    Type:
    2D chase game
    Period:
    23–26 Apr 2021
    Context:
    Ludum Dare 48
    itch.io
    See more

    Selected contributions

    For Ludum Dare 48, our team built Diggy in two evenings around the theme “Deeper and deeper.” We shaped the premise together, and I contributed to player movement, chase rules, and feedback.

    • Chase and outcome triggers: I implemented the mole’s behavior and start/end triggers, and added stopping behavior to the player controller. Reaching the mole wins the chase; if it reaches the end first, the player loses.
    • Randomized obstacle generation: I created a spawner that samples candidate positions within configured bounds and rejects points inside existing collider bounds.
    • Distance feedback: I added a TextMesh Pro counter showing the distance remaining to the end of the course.

    Technology

    • Unity
    • C#
    • uGUI
    • Cinemachine
    • DOTween
    • TextMesh Pro
    • Unity 2D Physics
    • Unity Tilemap
  5. Turn-based combat in Wallace’s Quest with two goblin units facing a skeleton enemy.

    Wallace’s Quest

    An isometric-style tactical game where grid positioning, attack range, and turn order shape each encounter.

    Role:
    Game Engineer
    Type:
    Tactical turn-based RPG
    Period:
    Aug 09–Aug 24, 2020
    Context:
    Game Demo
    itch.io
    See more

    Selected contributions

    I built the turn-based combat loop, a grid-pathfinding module, and a data-driven weapon-area system.

    • Turn ownership and action completion: A central manager tracked turn order while player and enemy units handled their own action sequences and signaled completion. Death events triggered configurable stage checks for victory or defeat.
    • Grid pathfinding and movement range: The module reads obstacle cells from a Tilemap, builds a rectangular walkability map and a four-neighbor node graph, then supports route and reachable-area queries.
    • Configurable weapon areas: ScriptableObject assets store each attack area’s relative grid cells and damage multipliers. The module copies the offsets, rotates them for a requested cardinal direction, and translates them to a target grid position, preserving the authored data.

    Technology

    • Unity
    • C#
    • uGUI
    • Unity Tilemap
    • ScriptableObjects
    • Coroutines
    • Animation Events
    • Object Pooling
  6. Metal Royale gameplay showing several guitarists on a concert stage above the crowd.

    Metal Royale

    A 2D multiplayer battle royale where rockstars fight for the spotlight on a concert stage, using attacks and ultimate abilities to knock rivals toward the mosh pit.

    Role:
    Game Engineer
    Type:
    2D multiplayer battle royale game
    Period:
    May 30–June 4, 2019
    Context:
    Extra Credits Game Jam #4
    itch.io
    See more

    Selected contributions

    My coworkers and I took a break from our usual work to join Extra Credits Game Jam #4 and make a rock-show brawler for fun. I implemented movement and jumping behavior, contributed to combat abilities, and updated character animation and the score HUD.

    • Movement and multiplayer sync: The owning client handled movement and jump physics; Photon RPCs shared direction and grounded state to keep remote character animations in sync.
    • Combat and hit resolution: Separate hit areas handled attack and ultimate collisions and knockback, while Photon RPCs synchronized stun and victory states.
    • Animation and score HUD: I updated Animator states for movement, attacks, stun, and victory, and revised the on-screen score HUD.

    Technology

    • Unity
    • C#
    • uGUI
    • Photon PUN
    • TextMesh Pro
    • Unity 2D Physics
    • Unity Animator
    • Unity Audio
  7. Craque da Fluência start screen with a pupil profile and the Começar button.

    Craque da Fluência

    A reading-fluency assessment app where primary-school children read passages aloud. The app compares recognized words with the passage and reports reading speed, errors, and reading level.

    Role:
    Senior Unity Game Developer
    Type:
    Reading-fluency assessment app
    Period:
    2020–2022
    Context:
    Instituto Alfa e Beto
    See more

    Selected contributions

    Some details are kept high-level.

    Within a multidisciplinary product team, I developed Unity client features that connect spoken reading to on-screen feedback and assessment results.

    • Speech-enabled reading: I integrated the Microsoft Speech SDK into reading activities, using recognition results to show the learner’s progress on screen.
    • Reading comparison: I implemented word comparison that accounts for skipped words while preserving the original passage for learner feedback.
    • School assessment: I adapted assessment and reassessment flows for school use and extended how the client records and synchronizes results.
  8. Character customization screen showing an avatar choosing trousers in Tabuada na Fazenda.

    Tabuada na Fazenda

    A farm-themed math game where children practice addition, subtraction, multiplication and division through guided activities and seven minigames.

    Role:
    Senior Unity Game Developer
    Type:
    Educational math game
    Period:
    2020–2022
    Context:
    Instituto Alfa e Beto
    See more

    Selected contributions

    Some details are kept high-level.

    My work spanned gameplay, progress persistence, and school reporting.

    • Gameplay development: Added progress-based activity unlocks and practice access, tied tutorials to recorded learner progress, and refined the play flow across existing minigames.
    • Progress saving: Moved progress and response writes into a background task, allowing the activity flow to continue while data was saved.
    • Learner reports: Extended individual and general dashboards to prepare and display learner progress, grades, and correct-answer counts, working with educational coordinators and teammates to define report content.
  9. Themed floating islands in Ilhas do Alfabeto.

    Ilhas do Alfabeto

    A commercial literacy game where children explore themed islands through letter recognition, sound matching, word building and reading, including a dedicated edition for partner schools.

    Role:
    Senior Unity Game Developer
    Type:
    Educational literacy game
    Period:
    2017–2022
    Context:
    Instituto Alfa e Beto
    See more

    Selected contributions

    Some details are kept high-level.

    As part of a multidisciplinary product team, I built core gameplay and evolved shared minigame systems. I also contributed to the school edition’s assessment and progress flows and supported other developers.

    • Gameplay and activity flow: Implemented key gameplay for the Sound-Matching Challenge, sequencing spoken instructions, camera focus, tutorials, and player input.
    • School-focused product work: For the school edition, implemented a targeted assessment flow that reused learning activities and tracked completion by student.
    • Cross-functional planning: Worked with management, educational coordinators, and technical leads to turn reporting needs into implementation plans.
  10. Flui word-search activity with a grid of letters and a list of target words.

    Flui — A Cidade das Palavras

    A children’s reading-fluency game featuring word searches, crosswords, anagrams and read-aloud activities.

    Role:
    Senior Unity Game Developer
    Type:
    Reading-fluency game
    Period:
    2017–2021
    Context:
    Instituto Alfa e Beto
    See more

    Selected contributions

    Some details are kept high-level.

    On the multidisciplinary product team, I built word-gameplay features, crossword authoring tools, and client-side progress reporting.

    • Gameplay development: Implemented the coin-based word-selection activity, including animated choices, round progression, lives, and timed play.
    • Crossword tools: Developed crossword authoring tools to create puzzle layouts and inspect them outside gameplay.
    • Progress reporting: Built and initially integrated an activity scoreboard aggregating play days, points, correct answers, errors, and percentages. Worked with coordinators and management to shape the report content.
  11. Pandora gameplay showing a witch and red demon flying over hazards in a layered blue sky, with HUD meters visible.

    Pandora

    A 2D flight-and-memory game where a witch flies through hazards, gathers mana, and recalls ritual symbols to challenge a Titan.

    Role:
    Game Engineer
    Type:
    2D flight and memory game
    Period:
    29–31 Jan 2016
    Context:
    Global Game Jam 2016
    itch.io
    See more

    Selected contributions

    For my first game jam, a teammate invited my brother and me to join a five-person team. We turned the theme “Ritual” into Pandora, and the experience encouraged me to keep learning Unity and pursue game development.

    • Audio integration: Selected and integrated MP3 and MIDI assets into the project.
    • Ending scene: Created the game’s ending scene.
    • Ritual-circle framing: Reframed the ritual-circle image by adjusting its crop and on-screen placement.

    Technology

    • Unity
    • C#
    • uGUI
  12. Three MyPush Android screens for nearby services, the news feed, and chat, with the news feed centered.

    MyPush

    A mobile platform combining organizational content, chat, targeted notifications, and nearby services.

    Role:
    Mobile Analyst Developer
    Type:
    Enterprise messaging platform
    Period:
    Jun 2015–Aug 2017
    Context:
    Cedro Technologies
    See more

    Selected contributions

    Some details are kept high-level.

    On MyPush's Android app, I helped develop two ways for users to explore the platform: organization channels and the Near Me experience.

    • Channels: I contributed to the channel structure that organized each organization's presence and content in the app.
    • Near Me: I worked on the map-based discovery flow, helping people find nearby organizations and services.