I build the systems players actually touch — combat, movement, dialogue, UI — and the simulation underneath them. Unity and Unreal Engine 5, in C#, C++ and Blueprints.
Open to gameplay and systems programming roles. I'll be at Brasil Game Show 2026 — portfolio · CV · LinkedIn
| Project | What I own | Stack | |
|---|---|---|---|
| Cleared | Steam Veins — 2D action roguelike, Kimu Studios, Early Access since Aug 2025 | Enemy combat: damage response, invulnerability frames, knockback, health-threshold phase changes, FMOD hit audio | Unity · C# · FMOD |
| Now playing | MidNight Memories — PSX-style first-person horror. Chapter One is a 10–12 min demo I designed and built end to end | Code lead on a two-person team. Investigation Mode, fog-gated arenas, Nightmare AI, the Obsidian Wraith boss, 103 unit tests on the logic core | Unity · C# |
| In progress | Framed Drift — idle drift RPG. You don't drive; you build the car, pick the risk, and watch it run | Solo. A race simulator with zero engine references — 10,000 races in 0.06 s, 135 tests, offline/live parity at 0.06 % | Unity 6 · C# |
| In progress | Hell's Kitchen — tower defense where the map grows as you clear it: 4×4 rooms, a boss every third | Gameplay systems on the team's GDD. Four damage types vs. per-enemy armour, four-tier towers, a headless harness that plays all 16 rooms | Unity 6 · C# |
| Cleared | KuroNeko — visual novel driven by a script language I wrote | Solo. Ten-command narrative parser with no Unity dependency, plus a load-time diagnostic pass that rejects broken scripts | Unity · C# |
| Coming soon | Dino Girls — idle resort-builder, Kimu Studios | Gameplay programmer: systems, mechanics, and the technical calls that come with them | Unity · C# |
MidNight Memories and Hell's Kitchen are team projects in private repos. Footage of both, and of everything above, is on the portfolio.
A race simulator that doesn't know Unity exists — Framed Drift
The simulation lives in its own assembly with no UnityEngine reference, so it resolves
10,000 races in 0.06 s and its 135 tests run under dotnet without opening the editor.
Offline progress calls the same scorer as live play, which makes parity structural
rather than something I test for — measured at 0.06 % anyway. Content is commented JSON:
11 tracks, 57 parts, 12 affixes, 5 rivals, each rival a readable and counterable build.
A script language that validates itself — KuroNeko Ten commands cover scenes, characters, audio, flags, conditionals, jumps and menus, with inline parameters anywhere in a line. A diagnostic pass walks the whole script at load and reports unknown commands, duplicate labels, dead jumps and empty menus — so a writer finds the mistake instead of the player. The parser has no engine dependency; a thin layer above it handles scenes, UI and save slots.
Enemy combat that has shipped — Steam Veins Invulnerability gating, knockback and collision handling, phase transitions on health thresholds, and FMOD events with randomised pitch so a hundred melee hits don't sound like one. In Early Access on Steam since August 2025.
| Engines | Unity · Unity 6 · Unreal Engine 5 |
| Languages | C# · C++ · Blueprints · Python |
| Gameplay | combat state machines · damage & knockback · enemy AI · narrative parsers · procedural generation · save systems |
| Practice | deterministic simulation · NUnit / dotnet test · headless smoke harnesses · FMOD · URP · Git |
Outside games I write backend Python — a webhook relay with jittered retries, HMAC signing and a replayable dead-letter queue, and a clinic scheduling API on FastAPI and async SQLAlchemy. Same instinct as the game work: make the core testable without the thing it runs inside.
Bachelor's in Information Technology Administration — Estácio · Game Design — Udemy · Database Administration — IFRS
Português
Construo os sistemas que o jogador realmente toca — combate, movimentação, diálogo, UI — e a simulação por baixo deles. Unity e Unreal Engine 5, em C#, C++ e Blueprints.
Aberto a vagas de programação de gameplay e sistemas. Estarei na Brasil Game Show 2026 — portfólio · currículo · LinkedIn
| Projeto | O que é meu | Stack | |
|---|---|---|---|
| Concluída | Steam Veins — roguelike de ação 2D, Kimu Studios, Acesso Antecipado desde ago 2025 | Combate dos inimigos: resposta a dano, frames de invulnerabilidade, knockback, mudança de fase por limiar de vida, áudio FMOD | Unity · C# · FMOD |
| Jogando agora | MidNight Memories — horror em primeira pessoa estilo PSX. O Capítulo Um é uma demo de 10–12 min que desenhei e construí por inteiro | Lidero o código numa dupla. Modo Investigação, arenas seladas por névoa, IA dos Pesadelos, o chefe Obsidian Wraith e 103 testes unitários no núcleo de lógica | Unity · C# |
| Em andamento | Framed Drift — RPG incremental de drift. Você não pilota: monta o carro, escolhe o risco e assiste | Solo. Simulador de corrida com zero referências à engine — 10.000 corridas em 0,06 s, 135 testes, paridade offline/ao vivo de 0,06 % | Unity 6 · C# |
| Em andamento | Hell's Kitchen — tower defense em que o mapa cresce conforme você limpa: 4×4 salas, um chefe a cada três | Sistemas de gameplay sobre a GDD do time. Quatro tipos de dano contra armadura por inimigo, torres de quatro níveis e um harness headless que joga as 16 salas | Unity 6 · C# |
| Concluída | KuroNeko — visual novel movida por uma linguagem de script que escrevi | Solo. Parser narrativo de dez comandos sem dependência do Unity, mais um passo de diagnóstico que recusa scripts quebrados | Unity · C# |
| Em breve | Dino Girls — resort-builder incremental, Kimu Studios | Programador de gameplay: sistemas, mecânicas e as decisões técnicas que vêm junto | Unity · C# |
MidNight Memories e Hell's Kitchen são projetos de time em repositórios privados. Há vídeo dos dois, e de todos os outros, no portfólio.
Formação: Bacharelado em Administração em Tecnologia da Informação — Estácio · Game Design — Udemy · Administração de Banco de Dados — IFRS
