I'm primarily a Unity Gameplay Programmer but I'm also very versitile and can work with a bit of everything.
I am currently working as a freelance game developer. If you have a game idea you’d like to bring to life, feel free to reach out—I’d be glad to help make it happen.
Unity & Godot
C# & GDScript
Photon Fusion Multiplayer Engine
Finite State Machine
Canvas & UI Toolkit
2D & 3D Gameplay Mechanics
Combat Systems
Design Patterns
Dependency Injection - ZenJect
Playfab Backend
Git & GitHub
Scriptable Objects
ClickUp, Miro, and Figma
Scrum
Coroutines & Unitasks
Android, PC and WebGL builds
This project is a 4-player online action RPG built in Unity using Photon Fusion for real-time multiplayer and PlayFab for backend services. The networking layer is designed to support responsive, synchronized combat across clients, handling player actions, state replication, and session management, while PlayFab provides player data persistence and progression tracking.
The core of the project is a modular, data-driven combat system focused on scalability and maintainability. Weapons, stats, and behaviors are defined using Scriptable Objects, allowing combat content to be authored and iterated on independently from code.
The combat pipeline follows a clear separation of concerns between input handling, attack execution, and animation-driven events. Timing-critical actions such as hit detection are triggered through animation events, ensuring precise synchronization between visuals and gameplay logic. The system is designed to support extensible weapon behaviors, enabling varied attack patterns and effects without tightly coupling logic to specific implementations.
A foundational progression system is also in place, designed to integrate with combat through stat scaling and unlockable abilities. The overall architecture prioritizes flexibility, enabling the project to scale while maintaining clean, maintainable code in a multiplayer context.
I was hired for a two-month contract to develop an early prototype of a game featuring both top-down and platformer sections. The client provided me with a bundle of visual assets, a narrative script, and the layout for two levels. My responsibility was to implement all of this in Unity and build functional gameplay systems for the prototype.
Some of the features I've implemented in this project:
Dialogue system using Dialoggue Editor Plugin
Cutscenes built with Unity's Timeline and scripted animations
Platforming Mechanics
Classic movement with double jump
Player shield skill
Falling objects and traps
Respawn System
Drag-and-drop UI puzzle at end of the level
Top down mechanics
Sokoban-like object pushing and breaking
Cyclic darkness system with a player night-vision skill
Checkpoint system
Loading screen
VFX and SFX
Localization in English, Portuguese and Spanish
I've been the team's programmer for Safety Protocol, wich is an educational game, made in Unity designed to teach workplace safety in construction environments, serving as a support tool for teachers in Brazilian technical schools.
This early prototype is being developed as part of the Serious Games course in the Digital Games program at ECDD/INFNET College. We intend to continue the development of this into a fully fledged game.
In this project I've been the sole programmer and implemented all of it's functionallity, including:
character's moving around with pathfinding
they move randomly and go to work in their designed stations
player interactions with the characters
quizz screen, where the player has to answer a question to score
characters getting randomly selected to "participate" in accident events
scoring and online leaderboard integration with Playfab
UI integration and menus using Unity's UI Toolkit
An Audiomanager to control audio volumes across the game
A relaxing puzzle game about connecting power plants to towns. A solo project made for the Kenney Jam 2025, a 48h game jam.
In this jam the participants had to use the art assets provided by the organizer, so I had to curate the resouces, design and implement a fully functional game.
This project was developed in Unity as a college assignment for an Adventure Games class. In less than six months of development we managed to deliver a short but complete horror experience driven by narrative, exploration, puzzle solving and cinematic endings.
We were a team of four and I was the only programmer. Also, I designed most of the game puzzles and core mechanics.
A casual Android game and the first game I've published on a mainstream store. Made in Godot, It all started as a game jam and after some positive feedback I've decided to work and develop the idea more and bring it to Google Play Store.
I've developed this game on my using Kenney art assets as it was part of the game jam rules.