Gameplay Programmer building responsive combat, technical VFX, and production-ready systems for stylized action games.
Unity programmer focused on gameplay mechanics, AI, technical VFX, game systems, and creating tools that make iteration faster.
Combat, movement, enemy behaviors, and gameplay mechanics built to stay responsive as projects grow.
Custom Unity tools, debugging workflows, shaders, and effects that support both production speed and visual quality.
Selected work across gameplay programming, AI, technical VFX, tools, and production workflows.
Focused gameplay systems, technical VFX, tools, and implementation work created for shipped projects and production environments.
Unity editor tooling, debugging systems, production workflows, and internal frameworks built to accelerate iteration.
Old projects, prototypes, and experiments that I learned a lot from but don't represent my current skill level.
My approach to building gameplay systems, tools and polished player experiences.
I like designing systems and tools that support fast experimentation, reusable workflows, and easier production changes.
Responsive controls, readable feedback, and polished interactions are treated as core gameplay features.
I focus on maintainable architecture and production-friendly solutions instead of unnecessary complexity.
I like having open conversations about design and technical decisions, and I value early feedback and clear expectations. I'd rather flag a problem early than deliver something that misses the point.
I play what I build. Understanding how something feels from the player's side is as important as how it's structured on the programming side.
Experience building gameplay, AI, technical VFX, tools, and production workflows for both 2D and 3D games in Unity.
I'm from Brazil, 28 years old. I started programming at a local university studying Information Systems, and picked up Unity on the side towards the end of 2018. Then COVID hit, I dropped out, and spent that time building personal projects just to keep learning.
Those projects ended up opening doors. I started meeting people with game ideas, got hired for the first time in 2020, and have been working as a freelance game dev since.
I've loved games since I was a kid. As a teenager I was always more interested in how things were built than in just playing them โ and I guess that never really went away.
Available for gameplay programming, AI, technical VFX, tooling, prototyping, and Unity development.