Created for the Literally Anything Jam 2025, "A House Upside Down" is a short point-and-click game in which someone's house has been burglarized, and the player's mission is to identify the stolen item. For this game, I created all the art, composed all the music, and collaborated on the game design with the programmer.
Dog With A Gun is a simple top-down shooter where the goal is to defeat as many rats as possible without getting hit, while achieving the highest score. This game was developed entirely by me and features a slower game mode for people with cognitive and/or motor impairments.
Brasal is a casual simulation game in which the player aims to extinguish fires spreading across Brazilian biomes. My role in this game involved SQL database programming, as well as writing and scripting. Here is an article published about this game, which I co-authored.
Created for the GameJam+ Salvador 23/24, Catfishing is a point-and-click game with RPG elements and turn-based combat, where the goal is to fish for and battle every fish in the aquarium until it is empty. For this project, I focused on overall game development, game design, the game icon, storyboarding, and concept art.
After creating the aforementioned Catfishing, we took the game's concept and produced an updated version, but without the RPG elements. The gameplay involves achieving the highest score by catching fish without Mauro the dog noticing you doing so.
Designed for the GIGAJAM #1, Cabra is a puzzle game where your goal is to transform farm animals into creatures of the night without the farmer noticing you, or before daybreak. Three artists worked on the game (you can spot the differences in art style as you play), and I was one of them. In addition to the art, I contributed to development and game design, and created all the level design — which was my favorite part. I also conceptualized the design of Cabro and several of the game screens.
A local-multiplayer mobile action game featuring four characters who engage in arguments filled with stereotypes about their respective cultures. Following an introductory cutscene, the characters face off in a platforming battle that takes place within their imaginations. By the end of the battle, the characters resolve their differences. My contribution to the game focused primarily on the gameplay HUD, level design, and storyboarding, alongside collaboration on the overall game design and project development.