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