RAWMEN: Food Fighter Arena
ROLEProducer
PLATFORMS- PC (Epic store)
- PlayStation 5 (soon) - Xbox Series (soon) TEAM SIZE10
DEV STUDIOAnimal Made 🇺🇸
PUBLISHERtiny Build 🇳🇱
RELEASED INJuly 2024
ENGINEMEDIA |
EXPERIENCEI've started in the project during the last half year before the game release. They were working on in that game development for almost 6 years, and they were needing a Producer to ensure an overall improvement in terms of processes.
My main focus has been to smooth out their development practices through a stable kanban workflow. They are a very experienced team, which dominate their game, but they are needing a lot of improvements to ensure all the different companies are working well together: Animal, as developer, tinyBuild, as publisher and Epic, as exclusive store/platform. trailerPLAY NOW |
THE WALKING DEAD: DESTINIES
ROLEProduction Consultant
PLATFORMS- PlayStation 5
- Xbox Series - Switch - PC (Steam) TEAM SIZE70+
DEV STUDIOFlux 🇧🇷 🇨🇦
PUBLISHERGameMill 🇺🇸
RELEASED INOctober 2023
ENGINEMEDIA |
EXPERIENCEI've mentored their Production team composed by around 8 producers through weekly meetings with all of them and bi-weekly 1:1s as well. Together we've implemented and improved a wide variety of Agile practices. They had a 70+ development team and we have iterated tons of times to split them into efficient squads.
Beyond that I have implemented my authorial method - Lead Chartering - to clarify the Studio Leadership roles. They had some leads which didn't understand clearly their missions and we have divided them throughout Product, Delivery and Craft leads. trailer |
cobra kai 2: dojos rising
ROLEProduction Consultant
PLATFORMS- PlayStation 5
- Xbox Series - Switch - PC (Steam) TEAM SIZE60+
DEV STUDIOFlux 🇧🇷 🇨🇦
PUBLISHERGameMill 🇺🇸
RELEASED INOctober 2022
ENGINEMEDIA |
EXPERIENCEHelping the Production team composed by 5 unexperienced producers to manage properly a 60+ development team working on "Cobra Kai 2: Dojos Rising", a fighter/brawler sequel based on the popular TV show. The beat'em up game is developed for all platforms (consoles and PC).
I have focused on ensuring Agile game production best practices for big distributed teams, like implementing Spotify method (aka Squads) and doing frequent 1:1s with all Producers to ensure they were tackling the production challenges. trailer |
MMA MANAGER 2
ROLESenior Producer
PLATFORMS- iOS
- Android TEAM SIZE20+
STUDIOSFunRock 🇸🇪
PUBLISHERTilting Point 🇪🇸
RELEASED INJuly 2022
ENGINEMEDIA |
EXPERIENCEFunRock and Prey Studios are interconnected studios focused on mobile strategic games. There I’ve worked mainly in MMA Manager 2: Ultimate Fight development. I helped the dev team to properly plan and ship it before the 2021 Holidays. I’ve led a globally distributed team (~15 ppl) based in 2 offices (Sweden and Egypt) and some spread around the world: Brazil, Ukraine, France and Finland.
PLAY NOWRELEASE VIDEO |
RELIC HUNTERS REBELS
ROLESenior Producer
PLATFORM- iOS
- Android TEAM SIZE4
STUDIORogue Snail 🇧🇷
PUBLISHERSNetflix 🇺🇸
Doublethink 🇨🇳 RELEASED INMay 2022
ENGINE |
EXPERIENCEManaged the last production months of Relic Hunters Rebels, a mobile shooter / looter / RPG. Rogue Snail is an experienced studio for console and PC games, so they were struggling to ship their 1st mobile game. I helped the team to define and execute the MVP, aligning that frequently with their publisher in China, Doublethink. I’ve learned tons about effective remote management for a game studio fully operating remotely.
PLAY NOWRELEASE VIDEO |
LOONEY TUNES WORLD OF MAYHEM
ROLESenior Producer
PLATFORM- iOS
- Android TEAM SIZE50+
STUDIOAquiris 🇧🇷
PUBLISHERScopely 🇺🇸
RELEASED INDecember 2018
ENGINE |
EXPERIENCELaunched Looney Tunes: World of Mayhem, a turn-based multiplayer RPG for iOS and Android developed by Aquiris (BR) and published by Scopely (US). I managed 2 squads to frequently ship new features, managing those releases end to end. I learned a lot about how well Scopely manages their data, transforming it into feature requests.
PLAY NOWRELEASE VIDEO |
TURMA DO CHICO BENTO
ROLEProducer
PLATFORM- Facebook
- Orkut TEAM SIZE25+
STUDIOInsolita Studios
PUBLISHERLevel Up!
RELEASED IN2012
developed inFlash
MEDIA |
EXPERIENCELaunched Turma do Chico Bento, a social game for Facebook and Orkut that reached 2 million MAU. Worked as the Scrum Master from early concept to release, leading a team which started off with 12 and reached 23 members. This was my first experience being the bridge between the dev studio (Insolita), the publisher (Level Up!) and the IP holder (Mauricio de Sousa Produções).
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UCAN _ 2011 IMAGINE CUP CHAMPION
ROLEMentor / Producer
PLATFORMPC
TEAM SIZE4
RELEASED IN2011
developed INXNA
MEDIA |
EXPERIENCEBack there in 2011 I was a game design professor in Positivo University and I've started from scratch this game with 4 students into classroom. In the end we got the PC Game design world champion prize!
It was a life changing experience, where I learned a lot about game design and most likely about how present well a pitch. We passed through tons of approval against thousands of other games and we have travelled to New York to present our game to a very experienced panel of judges, with famous developers like Tetsuya Mizuguchi and Tracy Fullerton.
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E-VAR _ SERIOUS GAME FOR MONDELEZ
ROLEProducer
PLATFORMBrowser
TEAM SIZE8
STUDIOAennova
RELEASED IN2013
developed INFlash
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EXPERIENCEAennova was an stablished studio in Sao Paulo used to ship some serious games for big clients like Natura, Mondelez, Gol, Avon and Netshoes. There I've managed a portfolio with dozens of serious games being developed simultaneously. Planned deadlines, tracked productiveness and implemented better workflows.
GAMEPLAY videovideo protected by password: aennova
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SHADOW OF LIGHT _ DEBUT PROJECT
ROLELead Animator
PLATFORMPC
TEAM SIZE25
STUDIOMake Wish 🇧🇷
PUBLISHERGNN 🇺🇸
MEDIAengineTorque
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EXPERIENCEWorked on “Shadow of Light” development, a MMORPG with high expectations, but low experience. I took the role of Art Manager after started as the Lead Animator, where I`ve managed a team of 10 artists.
I did the animation and rigging of several 3D characters, and besides that, I directed the production of the game’s opening animation, which was developed with traditional 2D animation. GAMEPLAY VIDEOMY PORTFOLIO WHEN I WAS AN ANIMATOR |