EmoSphere: Elemental Symphony
Game Design and Code (2023)
Embark on a cosmic journey through emotions and astrology in this unique roguelike adventure. Roll the dice, strategically selecting faces to keep or reroll, then randomly summon emotion spheres on the board. Score points as you navigate hand-crafted levels reminiscent of a cosmic bingo card. Encounter diverse challenges and whimsical abilities as you beat waves up to the boss. Collect artifacts to improve your gameplay and craft new dice with enhanced spheres.
Ideal for casual players seeking a captivating blend of strategy and unpredictability.
- Craft Bespoke Dice Sets
- Summon Astrological Emotional Spheres
- Uncover Varied and Intriguing Abilities
- Confront Unforeseen and Singular Challenges
- Put Your Luck to the Test with Celestial Bingo
Triangle
Game Design and Code (2023)
- The Boat only moves in X and Z coordinates with a top view.
- The Probe moves in X and Y in a lateral view.
- Use the Probe to find the relics, bring the Probe back to the Boat and take it to the right spot to release it again.
- Collect 4 relics to complete and the oceans will be calm again.
Little Shop in the Woods
Writing and Code (2023)
Embark on a chapter of this ? fantastical ? narrative about cute animals dealing with adult life dilemmas.
A fun and beautiful story in which you'll help Finian Froggo on taking care of Echorus, a tiny little variety shop on the edge of the woods, while discovering situations with the different residents of the peaceful Cordeal.
Submission to NaNoRenO 2023.
Deathrun
Game Design, Code, Art and Sound (2023)
Lost Feathers From a Heartful Bird
Book of Poems (2022)
Short Stories Collection #1
Kindle Book (2022)
PINK CHICK
Screenplay (2022)
Cool stuff:
- My first official international industry-level contest
- Working with constraints
- Great feedbacks from the judges
NYC Midnight
Inspiring challenges for storytellers.
www.nycmidnight.com
"Gaucho and the Grassland" by Epopeia Games
Narrative Design Doctoring (2021) and Production Mentoring (2024)
Cool stuff:
- Helped the GD team in narrative design
- Project I volunteered for
Pedal to the Metal!
Writing (2021)
Cool stuff:
- Working with a different narrative structure
- Use of creative situating features, like guiding the reader through the circuit corners or the competitors positions
- Working with a protagonist and an antagonist
"Arsenal Freestyle Show" by Hermit Crab Game Studio
Game Design, Intelligence (2021)
Cool stuff:
- Helped the GD team in narrative design
- Improved Ads performance through AdMob
- Created the data analysis method
- Documented tools and processes
- Achieved global featuring in Google Play and Apple AppStore
- Worked with Notion, Trello, Figma, Adobe and Google suites
"PSG Football Freestyle" by Hermit Crab Game Studio
Game Design, Intelligence (2020)
Cool stuff:
- Improved Ads performance over 1000% through AdMob
- Doubled the game installation audience (with retention incresing)
- Organized the data collection ecossystem through partners
- Ran the testing agenda focused on improving retention, session time and other KPIs
- Achieved global featuring in Google Play and Apple AppStore
- Worked with Notion, Trello, Figma, Adobe and Google suites
Cornfield
Screenplay (2020)
Cool stuff:
- Practicing of english writing
- Working with constraints
- Writing using the Celtx tool
"Tanares Adventures" by Dragori Games
Lore Writing and Quest Design (2020)
Cool stuff:
- Worked on storyline for new characters (Katar, the Barbarian and Khloet, the Summoner) and general lore
- Designed some quests
- Collaborative project alongside multiple writers
"Backfirewall" by Naraven Games
Narrative Design Doctoring (2020)
Cool stuff:
- Worked with narrative doctoring alongside a former cinema team
- Project I volunteered for
"Outland Rapture" by Epopeia Games
Narrative Design Doctoring (2020)
Cool stuff:
- Helped the GD team in narrative design
- Project I volunteered for
- Also worked in screenplay for the trailer
Luster - A Lucid Dreams Story
Writing, Design (2020)
Lucid Dreams is a short stories label created by me in 2015 as a relief point of view for Alzheimer and other mental illness. After the pass away of my grandfather, which spent part of his life in a bed due to a stroke, and my grandmother, which had Alzheimer, Lucid Dreams was created as a response for all the sadness and pain that mental illness could bring to a family. Each LD adventure, or journey, can be seen as a ludic point of view of loss of consciousness, or loss of reality, caused by the mental illness. Think each short story as a voyage inside the mind of a loved one and how beautiful it could be.
Cool stuff:
- Full branched narrative experience
- Own Twine engine based on Snowman
- All made with free assets
"Goroons" by Epopeia Games
Narrative Design Doctoring (2019)
Cool stuff:
- Helped the GD team in narrative design
- Project I volunteered for
- Also worked in screenplay for the trailer
"Slice Mania: Cooking Game" by Monster Crossing Studio
Game Design (2019)
Cool stuff:
- Achieved retention of over 35% in day 1
- Opened doors to work with hypercasual publishers like Kwalee, Voodoo and Lion
- Began our hypercasual early prototyping mindset inside the company
Beautiful Planets
Game Design (2019)
Cool stuff:
- A first of a kind game that opened opportunities with Lion (AppLovin) for the studio
- Developed an algorithm for unique name generation
- Only one week from concept to the published prototype
"Words Fantasy" by Ludomachine
Game Design (2019)
Cool stuff:
- Helped the game designer in core loop decisions
- Studied about letter combination algorithms for the mechanics
Time of While
Screenplay (2019)
Cool stuff:
- Practicing of english translation and writing
- Character and bond construction
- Writing using the Celtx tool
"It's a Long Way To The Top (If You Wanna Be a CEO)" by Monster Crossing Studio
Game Design and Production (2018)
The game was originally planned as a traditional linear platform game, with a two-years development as a team of four people. After the first three-months of development I recognized the team won't be able to deliver the full scope, then me (as Producer) and the Game Director decided to shorten the game features, turning it into a rogue-lite experience with procedurally generated levels and 4 bosses.
Cool stuff:
- Responsible for Level and Narrative Design
- Developed the procedural levels through a room connection system programmed from scratch
- Self-published in Steam and partnerships with streamers (PR)
- Experienced working with dev kit and publishing for Xbox though the game was never released for the platform
- Co-production, responsible for shortening of the game scope and its features (yes, the bad guy)