Portfolio
Oasis Immersive Reality
Third World Tales

Project type: The project started in the 48hs Global Game Jam of 2017. The members of the team only knew each other’s moments before the announcement of the theme, “Waves”. We worked on the project for two months and needed to let it in standby. Not for so long, I hope. Developed in January 2017, I was the Game and Level Designer of this project that last three weeks. The tools in our reach were Construct 2, sound, pixel online.

About This Project: The game Breath Bender was collectively developed as the result of the brainstorm about the theme “Wave”, picked up by the Global Game Jam of 2017. The majority of the team only knew each other on the first day of the event, making the jam a unique 48hs experience. The developers had as principles the will to build something out of the box, challenging the mainstream aesthetic standards of the AAA industry.

The Breath Bender has a neon afro, surfs in the stars playing sax for the endless space. He is a divinity from a distant place and does not tolerate the noise pollution spread by humankind. Breath Bender is grandiose, and for him, we are just dust noise in the cosmos. The project is still in a standby mode waiting for the developers to have funds to complete this task.

Credits: Thiago Pereira, Guilherme Monçores, Gabriel Werneck, Mário Ferreira, IFRJ (Technology, Science and Education Federal Institution).
BREATH BENDER

Project type: Interactive book collectively developed as the final project for the Game Development course provided by "Cinema Nosso" social institution. The game was made with Twine and Trello at the end of 2016 and last three months. I was the game/ level designer and screenwriter.

About This Project: “The Factory” is an interactive book developed in Twine and it is the first of two games made on a learning-by-doing process as the final activity of the course Development of Games offered by Cinema Nosso, an NGO focused on new media production capacitation. The main theme goes around a society that suffers from an environmental disaster caused by industry.

The Factory tells the tale of Alice, João and the dog Aventura, who are children that live in the countryside and must abandon their school in order to work and help their poor parents. The immersive book tells the story of the capture of all farmers by the robot that runs the factory and the adventures that Alice and Aventura thrive in order to save their family and friends. Alice engage in a journey of enlightenment that gives her the courage to save her world.

Credits: Thiago P. da Silva , Felipe Genú, Paolla Thomaz, Cinema Nosso, Professor Antônio Marcelo.
ALICE IN THE FACTORY

Project type: Solo project developed as the first exercise of the Introduction to Game Development, offered by the Michigan State University in partnership with Coursera. The game was made in two weeks with Unity3d at March of 2017. It was an assignment for the course and I designed the first and second levels.

About This Project: Roller Madness is my first adventure in the universe provided by Unity3d. In this project, I learned how to organize visually the interface of the tool to enhance productivity and avoid common mistakes. In addition, I have learned the basics of coding scripts and organized the behaviors of the objects. The Michigan State University professor made the exercises with a lot of freedom to the creativity; therefore, I designed the second level of the game by my own, enhancing my

This game is particularly important for me because it is the first project that I developed when decided to run after my dreams of giving narratives life throughout video games. I was very excited about this project because it thought me how meticulous and full of possibilities is the world of coding and developing the virtual world.

Credits: Coursera, Michigan State University, Professor Casey O'Donnell.
ROLLER MADNESS

Project type: Solo project developed as the final exercise of the Introduction to Game Development, offered by the Michigan State University in partnership with Coursera. The game was made with Unity3d at March of 2017 and last two weeks. It was an assignment for the course and I designed the first and second levels.

About This Project: Box Shooter is my second adventure in the universe provided by Unity3d. In this project, I learned how to make a shooter game with the camera positioned in the view of the first person. I also enhanced in organizing visually the interface of the tool to enhance productivity.

. In addition, I have learned the basics of coding scripts and organized the behaviors of the objects. The Michigan State University professor made the exercises to boost the creativity; therefore, I designed the second level of the game by my own, enhancing my skills and having the opportunity to share the project with my peers.

Credits: Coursera, Michigan State University, Professor Casey O'Donnell
BOX SHOOTER
THE FACTORY

Project type: A game collectively developed in Construct 2 as the final Project of the course Game Development by "Cinema Nosso". The game was made with Construct 2 and Trello at 2016 and last two months. It was the final assignment for the course and I designed the game, the level, and the screenwriting.

“The Factory” is an interactive book developed in Twine and it is the second of two games made on a learning-by-doing process as the final activity of the course Development of Games offered by Cinema Nosso, an NGO focused on new media production capacitation. The main theme goes around a society that suffers from an environmental disaster caused by industry.

Alice in The Factory is a game developed to enlarge the world shown in the interactive book called The Factory. In this 2D, pixel-art, top-down, immersion, you are Alice, the herald, in search for her friend João that was made prisoner. You will avoid vigilance systems and solve puzzles based on time pressure, memory and logic. The Boss is vigilant and waits patiently for you to be able to solve the next-door puzzle and finally meet each other.

Credits: Thiago P. da Silva , Felipe Genú, Paolla Thomaz, Cinema Nosso, Professor Antônio Marcelo.

Living is exciting, but time can be harrowing. Oasis is an immersive and interactive experience that reflects the life cycle, our most essential link among all living beings. Please, check the Pitch link at Youtube above.

As you blow the pinwheel, it acts as the pushing time, as hours according to our strength, or what we call the breath of life. It releases the creative energy that generates life through flowers that symbolises empathy for presence. Oasis works as fuel for the soul, where it makes peace with the life energy and our relationship with the world in which we live.

Virandola is a device created by neuroscientist Bruno Herbelin, deputy director of the EPFL Neuroprosthetics Center. Coupled with a virtual reality headset, it allows you to capture the air produced by your breath (“girandola” means mill, in Italian), opening new possibilities for interaction, including health applications.


Project type: A game collectively developed in Construct 2 as the final Project of the course Game Development, offered by "Cinema Nosso" social institution. The game was idealized in a Game Design Document at May 2017 and the exercise last two months. It was the final assignment for the course and I designed the game and the first level.

The history happens in a dystopian future where it is possible to buy or even born in a private virtual reality, segmented in groups by social and economic interests, however, there are those who don`t have the resources to buy this narratives/ realities. The reality of the poor is very different, the structures are precarious, the visual of the cities are full of ghettos, and slums saw in the periphery of the countries of the XXI century. In this sense, there are overlapped realities.

This game is trying to represent a culture that is barely noticed by the mainstream video game industries in the sense of the oppression their body suffers. By having an afro-descendant girl as the main character, the narrative will be developed to fulfill the desire of representativeness by one side and the necessity of communicating to others the social and economic barriers that the structure of our society imposes to the majority of the world population.

Fundamentally, I am trying to use the game as a toll that was not explored by social movements in countries under development. I will transmit concepts related to the organization of social movements and ways to resist oppression collectively, organizing and explaining concepts like the panoptic society, slavery, and brutalization of the bodies. Credits: Coursera, Michigan State University, Professor Casey O'Donnell.

Project type: A project developed at the 48hs “Epic Game Jam” of 2017 that took place at the thematic “Stoner” offices. I met and joined Tree House Studio team by the theme that they choose to work: “A dreamless child for the sake of his own dreams”. I choose them because the theme remembered me about the animation “Paprika”. The game was prototyped in Unity3d at May 2017 and we only had 48hs to develop it. I summed to team with my game and level designer skills.

About This Project: Dream Seeker is an action adventure game that conducts its narrative trough smart puzzles, the importance of this game is the journey, not the conclusion of it. The narrative tells the story of Bob, a little boy that is unable to dream. Nevertheless, this child is determined to find a dream for his own every time he falls asleep. The game draws its inspirations from great successes like Bastion, Zelda, and HypherLightDrifter.

The concept of this game was developed at the Epic Game Jam of 2017 that took place at the Stoner facilities in the downtown of Rio de Janeiro. The proposal of the Jam was to develop a business launching plan for the product we conceptualized and I have learned a lot about delivering a professional product and to elaborate alternative methods of funding games. For this particular game, we decided to elaborate a project in which each chapter should be crowdfunding separately.

Credits: Epic Game Jam at Stone Offices, Laura Trompowsky, Tree House Studio Team.