Game Projects

In this section, my developed games are showcased, ranging from team collaborations to individual projects, including both published and in-development titles.

Here, details about the games, their key features, and my role in each project's development are presented.

Nova Heights (2023)

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Nova Heights is a challenging 2D sidescroller, an atmospheric action-adventure with a focus on traversal, set in the fictional metropolis of Nova Heights. Players take on the role of a police investigator navigating treacherous environments within this sprawling city, confronting dangerous foes, and exposing the illegal enterprise known as Tomorrowland.

The game was developed as a final graduation project (TCC), with researchfocused on the use of artificial intelligence in game development, atheme that is directly reflected in its narrative. The project underwentnine months of development.

Overview:

  • Genre: Action-Adventure, Platformer
  • Platform: PC
  • Engine: Unity
  • Team Size: 8

Roles & Responsibilities:

Programming

  • Trinket System: I developed the entire Trinket system, which consists of abilities that can be equipped by the player, similar to the Charms in Hollow Knight. This included implementing each Trinket individually, ensuring their functionality, and integrating them with all scripts whose gameplay mechanics are affected by the Trinkets.
  • Enemy AI: I programmed three types of enemies using a Behavior Tree system:
    • Shooter: A soldier enemy that patrols, chases, and shoots at the player.
    • Jumper: A robotic enemy that performs high jumps to attack and fires a cannon.
    • Flyer: A robotic enemy that patrols in the air and has greater freedom to chase the player, maneuvering around platforms and walls. It has a weapon that rotates slightly less than 360 degrees.
  • Save System: I developed the game's save system, which includes three save slots, encrypted save data, and compatibility with all objects that need to be saved in the game. The system also includes level checkpoints.
  • Interactive Objects: I programmed interactive objects such as the Trinkets found throughout the levels, the Trinket computer, and collectibles.
  • Collectibles: I ensured that the game's collectibles function correctly, allowing the player to unlock images, text logs, and other content upon collecting them.
  • Game Settings: I programmed the game's settings system, enabling customizable adjustments.

Sound Design

  • Soundtrack : I created and produced the music for the game's first level, handling all stages from composition to finalization in the software.
  • Audio Mixer: I developed and configured the game's audio mixer system, organizing and differentiating various sounds.
  • Sound Effects: I researched and selected sound effects that fit the game's atmosphere and theme.

Video Editing

  • Trailer : I created and edited the official trailer for the game, handling the entire video editing process.

See Details

Math Cubes (2024)

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Math Cubes is a casual and addictive game where your goal is to match cubes of the same value to create cubes with double the value and score as many points as possible. Test your strategic and matching skills as you arrange the cubes on the board. But be careful! If the space fills up and any cube touches the "limit line," the game is over.

Math Cubes was developed shortly after finishing college as a study project focused on implementing common mechanics in mobile games. This was my first project published on the Play Store and also my first experience working with ads. Although the game includes monetization, its main focus was learning, covering everything from ad integration and daily reward systems to replicating mechanics inspired by similar titles.

The game has a beta version with open-source code, available at the link below.

Beta Version

Overview:

  • Genre: Puzzle, Casual
  • Platform: Mobile
  • Engine: Unity
  • Team Size: 1 (Solo Project)

Roles & Responsibilities:

Programming

I programmed the entire game, including:

  • Cube combination mechanics.
  • Creation of special cubes with different effects.
  • In-game shop with items to equip (changing scenery items, music).
  • Creation of a new game mode where the player must combine cubes to reach a specific value.
  • Object Pool to optimize game performance.
  • Save system with encrypted save data.
  • Ad system (both regular ads and ads for rewards).
  • Push notifications, allowing messages to reach the player even after the game is closed.
  • Daily reward system.
  • Game settings (volume and language adjustments).

Art and Visual Effects

  • Creation of all the game's art.
  • Particle effects, such as when cubes combine and the explosion of the bomb cube.
  • Creation of the game's skybox.
  • Chose and applied shaders that enhance and match the game's art style.
  • Designed the game’s cover art and banners.

Sound Design

  • Creation of all the music for the game. Listen Here
  • Implementation and modification of sound effects, adjusting them as needed to fit the game's atmosphere.

Game Design

  • Creation of the game's design, including mechanics and overall structure.

Level Design

  • Creation of the design and implementation of the two game modes, focusing on the dynamics within each.

UI/UX

  • Creation of the user interface art.
  • Implementation and optimization of the user interface for various devices.

QA

  • Conducted various quality and security tests.

Production

  • Handled the necessary documentation for publishing the game on the Play Store.
  • Recruited 20 testers to test the game and made adjustments based on feedback received.

See Details

Nosferatu: of Vampire Terrible Phantomes (2022)

Nosferatu: Of Vampyres Terrible Phantoms is a 3D horror game that combines elements of hide and seek and puzzle-solving, with a touch of "free-room" gameplay. The player takes on the role of investigator Henry Scofield, who must evade the vampire Nosferatu while using his movement and interaction with objects to avoid detection or concealment from the villain. The objective is to explore the castle and uncover notes that reveal the habits and weaknesses of the Nosferatu, ultimately leading to the creation of its legend.

Nosferatu is a game developed during college, inspired by the classic 1922 horror film Nosferatu: A Symphony of Horror. The game aims to stay true to the original film, maintaining its dark and mysterious atmosphere. The visual style is entirely in black and white, with background music to create an immersive experience that reflects the era and the film’s style.

It was the first 3D game I worked on as part of a team, which provided new learning experiences regarding collaborative work.

Overview:

  • Genre: Survival Horror, Puzzle
  • Platform: PC
  • Engine: Unity
  • Team Size: 7

Roles & Responsibilities:

3D Art

  • Henry : Modeled and textured the main character.
  • Nosferatu : Modeled and textured Nosferatu.
  • Rat: Modeled the rat that appears at the beginning of the tutorial.
  • Furniture and Props: Modeled and textured various objects, including barrels, tables, chairs, plates, cutlery, and rugs.

Programming

  • Character Controller: Programmed the character's movement, including the ability to run.
  • Save System: Programmed the manual saving system, which stores only the progress made up to that point. Additionally, the game's save file is encrypted.
  • Checkpoints: Programmed the checkpoints, allowing the player to return to specific areas they passed after dying.
  • Chair Puzzle: Programmed the chair organizing puzzle.

Animation

  • Rat: Created the animation for the rat running.

Video Editing

  • Trailer : I created and edited the official trailer for the game, handling the entire video editing process.

See Details

Saigo No Shunkan (2022)

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Experience the journey of an ordinary citizen in search of his wife in the 2011 Fukushima City disaster. Go through dangerous and intriguing puzzles and platforms as you explore a captivating story.

Saigo no Shunkan is a game developed as part of an academic project, focusing on the 2011 Fukushima disaster. In the game, the player takes on the role of a citizen who, upon learning about the disaster, defies safety orders and sets out to find his wife in the city. Along the way, he must avoid guards and overcome the challenges posed by the devastated environment.

Overview:

  • Genre: Puzzle, Platformer
  • Platform: PC
  • Engine: Unity
  • Team Size: 7

Roles & Responsibilities:

3D Art

  • Main Character: I modeled and textured the main character.
  • Main Character’s Wife: I modeled and textured the main character’s wife.
  • Helicopter: I modeled and textured the helicopter.
  • Houses: I modeled and textured houses.
  • Debris: I modeled and textured debris.
  • Objects: I modeled and textured various environmental objects.

Programming

  • Character Controller: I programmed the character controller, including basic movement, crouching, jumping, running, and a special movement for cutscenes.
  • Third-Person Camera: I programmed the third-person camera.
  • Hiding: I programmed the hiding mechanic, allowing the player to hide inside lockers to avoid being seen by helicopters.
  • Water Ducts: I programmed the water ducts, which shoot water jets capable of pushing the player into the water.
  • Checkpoint System: I programmed the checkpoint system to save the player's progress.
  • Menu: I programmed the game menu.
  • 3D Texts: I programmed the 3D narrative texts, which appear in the game world to tell the story.

Animation

  • Helicopter’s Propeller: I animated the helicopter’s propeller.

Video Editing

  • Trailer : I created the game trailer, including video editing and remixing one of the game's tracks in a trailer-style version.

See Details

The Package (2025)

The package is a 2D plataformer and puzzle oriented game, with a great enemie and traversal variety amoung the missions, there's also a great narrative that serves as a spin off continuation of Philip K Dick's short story "The paycheck".

Released in 2021, The Package was a game developed by college colleagues. In 2025, I joined the project, where I programmed and implemented the saving system, which had been a major issue for players since the game's release, as its absence caused significant inconveniences. Additionally, I also created the game trailer.

Overview:

  • Genre: Action-Adventure, Platformer, Puzzle
  • Platform: PC
  • Engine: Unity
  • Team Size: 8

Roles & Responsibilities:

Programming

  • Save System: I developed the game's save system, which includes encrypted save data, and compatibility with all objects that need to be saved in the game. The system also includes level checkpoints.

Video Editing

  • Trailer : I created and edited the official trailer for the game, handling the entire video editing process.

See Details

Save Your Sound (2022)

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Survive 10 minutes against the terrifying Sound-Eaters, and upgrade your character to get incredible abilities to defeat everyone around you.

Save Your Sound is a game I developed on my own, marking my first experience working in all areas of game development. The game has a strong focus on music, with the soundtrack dictating the gameplay rhythm: the match lasts exactly 10 minutes, matching the duration of the music, and each time the track changes, new enemies appear. Additionally, the player's shots follow the same pitch as the music, creating a dynamic experience synchronized with the sound.

The project was a study in recreating similar games but with a greater emphasis on music interaction. I am currently planning to develop a remake of the game to enhance its gameplay and expand on its original ideas.

Overview:

  • Genre: Roguelike, Shooter, Survival
  • Platform: PC
  • Engine: Unity
  • Team Size: 1 (Solo Project)

Roles & Responsibilities:

Programming

I programmed the entire game, including:

  • Implemented the character's movement, allowing it to walk, jump, and shoot.
  • Developed the game's camera system.
  • Created a system where, at each level, the player receives three ability options to choose from. These abilities can enhance existing mechanics or introduce new gameplay functionalities.
  • Enemies and Bosses:
    • Developed the AI for five types of enemies, all of which chase the player.
    • First boss: Fires a large energy blast.
    • Second boss: Fires a homing energy blast and grows if it loses too much HP. Its blast also increases in size and has a damaging area around it.
  • Implemented a system that tracks the player’s score based on their actions in the game.
  • Programmed the XP collection mechanic, allowing the player to level up and unlock new abilities.
  • Added options for language and volume adjustments.

3D Art

  • Modeled and textured the main character. See Here
  • Modeled and textured all enemies in the game.
  • Modeled the visual elements of the character’s special abilities.

2D Art

  • Created the cover art for the game.

Sound Design

  • Composed both the menu theme and the main game soundtrack.
  • Created sound effects for the musical note "shots" fired by the character.

Animation

  • Animated all the enemies in the game.

UI/UX

  • Designed the user interface and optimized the user experience.

Game Design

  • Creation of the game's design, including mechanics and overall structure.
  • Adjusted the game’s difficulty, fine-tuning enemies and abilities.
  • Defined the visual and audio style of the game, ensuring a unique identity for the project.

Level Design

  • Structured the game’s level, placing enemies and elements to ensure a balanced progression.

QA

  • Conducted extensive testing, identifying and fixing bugs.

See Details

Capitão Saúde (2021)

Capitão Saúde is an educational children's game designed to teach kids about disease prevention in a fun and accessible way. With a playful approach and a cartoony visual style, the game features turn-based strategy (TBS) mechanics, encouraging learning through interaction.

This was my first college game to be published and also my firstexperience developing a mobile game. Additionally, it was the first majorproject in which I worked with programming. The game addresses the topicof cancer in a light and child-friendly manner.

Overview:

  • Genre: TBS
  • Platform: Mobile
  • Engine: Unity
  • Team Size: 4

Roles & Responsibilities:

Programming

I programmed the entire game, including:

  • Battle System: Implemented a turn-based combat system, with battles varying in the number of characters and enemies. The system allows attacking, healing, and selecting which enemy to target. I also programmed enemies with different abilities.
  • Stage Selection: Developed the system that allows the player to choose which stage to play.
  • Progress Saving: Programmed the saving system to store the player's progress, including unlocked stages.
  • Settings: Added options to adjust the game’s volume.

Sound Design

  • Soundtrack : Composed all the game's music, including the menu theme, battle theme, and boss theme.

See Details

Project Lost Planet (Ongoing)

Lost Planet is a 2D single-player side scroller, metroidvania, fast-paced shooter action with an epic adventure. Play as Prodigus, a human soldier exploring a star system to uncover humanity's whereabouts and their elusive golden world. Battle a hostile alien force, in a gripping journey that determines the fate of humanity. Unravel cosmic secrets and triumph against the odds in this thrilling, action-packed adventure!

Lost Planet is a project that began in February 2024 by a team of four developers. The game is planned to be released on Steam and promises to be of high quality.

Overview:

  • Genre: Metroidvania, Action-Adventure
  • Platform: PC, TBD
  • Engine: Unity
  • Team Size: 4

Roles & Responsibilities:

My role in the Lost Planet project is not yet finished. What will be described below reflects only my contributions so far, and the work is still ongoing.

Programming

These are some examples of the work I have done so far. My contributions to the project continue to evolve as development progresses.

  • Extender System & Extenders: I developed the extender system, similar to the charms in Hollow Knight, allowing players to equip and manage these items. The system includes a limit on the number of equipment a player can carry, with some extenders already implemented.
  • Save System: Developed the save system to record the player's progress, including actions, items, and other data. The system features multiple save slots for managing different progress files and uses encryption to protect the save data.
  • Checkpoint System: Implemented the checkpoint system, allowing players to register their last position at key points when saving the game.
  • Generic Scripts: Created reusable scripts for various game functionalities, such as event management, inputs, currency handling, interactions, and other essential systems.
  • HP System: Programmed a health system that can be applied to any object with HP, including functions for gaining and losing health, as well as handling entity death.
  • Menu Settings: Developed the menu settings system, allowing players to adjust volume, resolution, fullscreen mode, and other preferences.
  • Quicksand: Programmed the quicksand system, which causes the player to sink to their death.
  • Slippery Ground: Implemented a slippery surface system that simulates ice, making the player slide when moving.
  • Laser Obstacle: I implemented a laser obstacle that damages the player upon contact.

See Details

Horror Game (Ongoing)

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My horror game started as a study involving 3D objects, environments, first-person camera, 3D audio, and textures, but it eventually evolved into a full-fledged horror game.

The project is being developed entirely by me. I originally started working on it in 2022 but ended up pausing it that same year. However, I resumed development at the beginning of 2025, continuing its creation.

The game features puzzle elements, requiring the player to solve challenges to progress, adding an extra layer of tension and immersion to the experience.

Overview:

  • Genre: Horror, Puzzle
  • Platform: PC
  • Engine: Unity
  • Team Size: 1 (Solo Project)

Roles & Responsibilities:

Programming

  • Implementation of core mechanics, player interactions, enemy AI, puzzle logic, and game settings configurations.

3D Art

  • Modeling and texturing of enemies and game objects.

Game Design

  • Defining mechanics, balancing gameplay, and structuring challenges.

Level Design

  • Building environments, game progression, and puzzle design.

Narrative Design

  • Development of the plot and tone of the game.

Sound Design

  • 3D ambient sound.

UI/UX

  • Designing the user interface and optimizing the user experience for seamless interaction.

QA

  • Testing and adjustments to ensure smooth gameplay.

See Details