
My name is already written all over this website, so I will not repeat it. I come from Paranaguá, my own Pallet Town, a small coastal city in Paraná, Brazil. And I am proud of coming from a small place. That is how most great stories begin: in quiet towns with humble beginnings and big dreams. Today, I am a game designer deeply interested in creating experiences that make players say to their friends and family:“Have you seen this game? I’ve never played anything like it. It’s amazing.”I want to create systems and mechanics that explore uncharted spaces. I want to improve what is already good. And even more than that, I love transforming something bad into something incredible. Because for me there’s just something irresistible about an underdog.

This is actually my favorite exercise: asking my friends what they hate the most in games and iterating on design until I can win them over. And this process taught me something essential: great ideas do not grow in isolation. They grow through conversation, disagreement, testing, and laughter. Collaboration is not just part of my workflow, it is where most of my best solutions are born.


For someone who considers himself creative, it still surprises me that I only thought about making games at the age of 25. Maybe I was too busy living inside incredible worlds without thinking about how they were made. Maybe it was because I only saw foreign names in game credits and thought, “What could a small Brazilian kid possibly do ?” as if making games were as unreachable as becoming an astronaut. I never felt the need to travel abroad when I was younger. I explored worlds in other ways. I discovered Albion in Fable, became a Jedi in KOTOR, walked through Japan and China in Shenmue, crossed the Forbidden Lands in Shadow of the Colossus, visited Traverse Town in Kingdom Hearts, and saw a ring-shaped planet in Halo. Those worlds shaped me. For me, reality was never quite enough.
Through all the games I played, I learned what truly moves me: when fantasy and mechanics work together. I love games that do not just tell a story, but mechanically support their fantasy through systems and design. Today, I work as a Combat and Systems Designer, because I love conflict as a narrative and mechanical force. My favorite stories are driven by struggle and transformation. That does not mean I only love violent games. I also adore experiences like Sam & Max and Rock Band. Ironically, I am a very peaceful person in real life. Before becoming a game designer, I tried Electrical Engineering, inspired by Iron Man and the dream of building incredible machines. I spent three years there before realizing that my heart leaned far more toward creativity than equations. During that time, I played in a band, where I learned about teamwork, discipline, and expression. When the band ended and engineering no longer made sense, I felt lost. I even went back to my family for some recharge. And then, it was during that moment that someone asked me a simple question:“Why don’t you work with games? You love them so much.”That question planted a seed. After years of study, courses, doubt, and persistence, I entered the game industry. And that same person who asked me that question is now my wife. I design games to honor imagination, curiosity, and the belief that rules exist to be understood… and then creatively broken.




