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🖥️ Design & Prototyping:
⚡ Process & Methodology:
📊 Research & Strategy:
⌨️ Technical Implementation:
Sep 2020 - Jun 2023
Jul 2002 - Dec 2006 (Incomplete)
UX/UI Designer for Games with a background in Systems Analysis and 35+ years of gaming culture. I specialize in bridging logical structure with immersive narrative to create intuitive player experiences that prioritize flow and minimize cognitive load.
My design philosophy is built on human-centricity and technical authenticity. Whether I am designing UI for a complex RPG or a tactical survival game, I draw from a diverse background—from my experience as a Tabletop Game Master (GURPS) to my certified training as a Firearms Instructor, Offshore Radio Operator, and High-Risk Security Operative.
I thrive in multidisciplinary teams, offering a unique perspective on adaptability and human behavior. My background ranges from documentary fieldwork in Rio de Janeiro’s favelas to managing high-tension crowd safety as a UK Door Supervisor during the World Cup. I aim to bring this real-world resilience and focus to every project, ensuring mechanics and narrative work in total harmony.
Figma prototyping and technical integration in Unity.
Dedicated to visual hierarchy and accessibility, ensuring gameplay mechanics are clear and easy to navigate.
Practitioner of the LDJ (Lightning Decision Jam) methodology to help teams align and prioritize ideas during creative blocks.
Experience working within the Scrum framework, contributing to backlogs and the delivery of Vertical Slices.
This project reached the Concept/Vertical Slice phase before development was halted due to a studio-wide pivot and restructuring.
Lead UI/UX & Game Design (Conception)
Systems & Interface: Designed high-fidelity UI flows, HUD, and inventory/crafting systems in Figma, focusing on usability and cognitive load reduction.
Psychological State UX: Conceived the "Sanity" feedback loop, communicating character mental health via dynamic FOV shifts and progressive screen overlays.
Game Design Concept: Proposed the "Delusion Phantoms" mechanic and QTE-based interactions to create tension in a non-combat survival loop.
10 days Game Jam.
Solo Game Developer & Designer.
Technical Integration: Built the full prototype in Unity, integrating and calibrating vehicle physics from third-party assets to achieve the desired game feel.
Procedural Systems: Programmed the logic for procedural track and obstacle generation to enhance replayability.
Gameplay Urgency: Implemented an AI-driven "chaser" and dynamic spawns to create constant pressure on the player.
10 days Game Jam.
Game UI/UX Designer & Mechanic Concept.
Core UI & Darkness Filter: Designed a camera filter layer that dynamically adjusted the player's field of vision based on flashlight energy.
Fatigue UX: Created a screen overlay to signal low character stamina, providing sensory feedback independent of the UI bar.
Onboarding & Feedback: Developed the visual style and in-game indicators for controls (run, hide, light) to ensure clarity.