CV

Interested in my work? Check my CV below.

I’m a Systems Game Designer with 8 years of experience designing and implementing gameplay systems in Unreal Engine 5 and
Unity.


Specialized on player progression, difficulty structuring and designing mechanics that are readable, intentional and
scalable.


Shipped a commercial title on Steam, managing scope, development priorities and release planning from prototype to
launch.

 

CORE SKILLS

  • Gameplay, level and systems design
  • Player psychology, pacing and flow
  • Difficulty balancing and progression design
  • Narrative design and world building
  • Single-player and local co-op design
  • Unreal Engine 5 (Blueprints)
  • Unity (C#)
  • Git, Visual Studio, Jira, Miro, Excel

 

WORK EXPERIENCE

Independent Game Designer – Midnight Light Games Mar 2017 – Present

A Tower’s Will – (Unreal Engine 5)

Precision 3D climbing platformer centered on physics-driven traversal and meaningful vertical progress loss on failure.

  • Designed an auto-bouncing movement system with no jump input, where physics-driven movement depends on directional input, camera angle, surface slope, and collision behavior, allowing for varied and emergent outcomes
  • Built the game around a consistent core move set available from the start, scaling difficulty through platform complexity and precision demands, in order to reinforce player mastery
  • Designed a high-stakes fall system where failure causes major height loss, but players retain control mid-fall and can recover on lower platforms, balancing tension with player agency
  • Tuned movement physics (acceleration, bounce response, timing windows) to ensure consistent and predictable player control
  • Implemented a narrative state machine (19 emotional states) with transitions based on player progress and time spent climbing, reinforcing the tower as a living, reactive antagonist
  • Produced in-engine intro and multiple performance-based ending cinematics (Unreal Engine 5 Sequencer), where completion time affects narrative outcome, rewarding mastery with expanded story resolution
  • Added local 2-player co-op, adapting gameplay systems to support shared traversal without reducing challenge.
  • Led audio direction in collaboration with a sound designer to reinforce emotional escalation and gameplay tension
  • Implemented accessibility features, localization, input support, and Steam platform systems (achievements, Remote Play, cloud saves, global leaderboards) to support player inclusivity, social play, competitive engagement and improve player reach
  • Defined a 12-month production scope and delivered the project within that timeframe

 

The Fur in Me – (Unity)

2D precision platformer centered on color-based interaction systems and movement mechanics.

  • Built the core movement system around familiar platformer conventions (run, jump, double jump) to establish an accessible foundation and then layered a color-matching mechanic on top to expand interaction rules and enable
    more varied challenge design
  • Prototyped and evaluated multiple camera behaviors (fixed, axis-locked, and player-following) to control visibility and enable different types of platforming challenges
  • Implemented multiple difficulty modes that modify core rules (reduced color sets, infinite jump assist, and rule inversion in hard mode), supporting different skill levels
  • Implemented a performance scoring system based on completion time and number of defeats, awarding medals to encourage mastery and competitive replay
  • Structured levels to introduce one mechanic at a time, allowing players to learn and practice it before gradually increasing challenge through more demanding combinations
  • Designed systems to minimize player friction through frequent autosaves, fast respawns and challenge-focused level flow
  • Implemented accessibility systems, localization and input support to improve player reach
  • Led a 2D artist and composer to produce a polished 3-level vertical slice with final art, music and narrative elements (7 key story illustrations) to showcase the game’s core experience to potential players

 

Unity Programmer – ByAR (Sep 2016 – Feb 2017)

  • Developed full AR/VR applications for CUF Hospital and Navarra Alumínios
  • Collaborated with the art team to integrate assets into Unity projects
  • Built prototypes for Microsoft HoloLens, Android, and iOS

 

Programmer – ITPeople (Sep 2015 – Jul 2016)

  • Developed Android apps and AR experiences from scratch
  • Released two Android games on the Play Store independently
  • Collaborated with artists to implement visuals and interactions

 

Programmer Internship – Imaginary Cloud (Jul 2014 – Aug 2014)

  • Collaborate with project leads to develop two MVP Android apps using Java

 

EDUCATION (2010 – 2015)

Instituto Superior Técnico – University of Lisbon
Bachelor’s Degree in Electrical and Computer Engineering

 

LANGUAGES

Portuguese – Native
English – Professional working proficiency