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LANGUAGES

​•Portuguese

•English

SKILLS

•Combat & System Design

•Technical Game Design / Prototyping

•Player Experience Tuning

•Gameplay Balancing

•3D Art (Supportive Skillset)

Softwares

​• Unreal Engine 5/ Unity

• Git /Perforce

• Jira/Trello

• Microsoft Office

• Photoshop

• ZBrush

• Blender

• Substance Painter​

ADDITIONAL INFO

• Methodologies: Agile Development /SCRUM

• Currently studying C++, BP and GAS

• Previous Music Career

• Previous studied Eletrical Engineering

SUMMARY

Game Designer specialized in Combat and Systems Design, graduated in Game Development, I have worked on action RPGs, 2D and 3D platformers,co-op run-and-gun and multiplayer battle royale.

EXPERIENCE

Combat Designer                                                                     Oct 2024 — Current

Nicktoons & The Dice of Destiny|Petit Fabrik

• Owned the design and balance of all boss encounters; partnered with engineering on implementation from initial concept through final polish.

• Prototyped, tested, and iterated rapidly to find fun and memorable encounter identities.

• Developed boss encounters with strong mechanical identity, clear player readability, and strategic counterplay aligned with overall combat pillars.

• Built and maintained combat documentation and balance spreadsheets to guide iteration and support.

• Collaborated closely with engineering, animation, VFX, and art teams toensure combat was fully supported by visuals, feedback, and performance constraints.

• Iterated rapidly within production schedules, playtesting and refining encounters to meet quality.

• Contributed to improving core combat and player systems by identifying weaknesses and proposing practical design solutions.

 

Level & Combat Designer                                                       Mar 2024 — Oct 2024 Miraculous: Paris Under Siege|Petit Fabrik

• Balanced gameplay for all enemy types, including bosses and minions.

• Conducted comprehensive overhauls for enemies to refine combat dynamics.

• Created detailed documentation and spreadsheets to streamline combat design processes.

• Facilitated communication across departments to update aesthetics and functionality of underdeveloped combat mechanics.

• Worked under tight deadlines to test and iterate, ensuring unique identities for each enemy.

• Iterated on blockout maps to enhance gameplay and player challenges(puzzles and combat).

• Managed and optimized camera work within levels.

• Developed cinematic sequences to guide players and clarify level paths.

• Balanced enemy placement and distribution to ensure a fair challenge throughout levels.

• Implemented hidden challenges and secrets across all levels to enhance player exploration and engagement.

Level Designer/Combat Designer                                           Aug 2022 — Sep 2022  Endless Chase|Voxels Entertainment and Games

• Helped in the development of a few levels, balance of combat and prototyping features using visual scripting.

EDUCATION

2015 — 2018

Bachelor's degree in Digital Games

Positivo University, Curitiba, PR, Brazil

2004 — 2011

English Course

FISK, Curitiba, PR, Brazil

2016 — 2022

2D and 3D Art courses

Revolution Art School, Curitiba, PR, Brazil

2020 — 2021

Unreal Engine Game Developer

Mentorama, online

2017 — 2022

3D Sculpting

Rafa Souza Academy (Former Atelier CG), online

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