Rafael Sales - Producer
  • About Me
  • Game Development
  • Game Publishing

MMA MANAGER 2

ROLE

Senior Producer

PLATFORM

iOS, Android

TEAM SIZE

20+

STUDIOS

FunRock & Prey

PUBLISHER

Tilting Point

RELEASED IN

July 2022

ENGINE

Picture

MEDIA

Gamespot story

EXPERIENCE

FunRock 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.
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PLAY NOW

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RELEASE VIDEO


RELIC HUNTERS REBELS

ROLE

Senior Producer

PLATFORM

iOS, Android

TEAM SIZE

4

STUDIO

Rogue Snail

PUBLISHER

Netflix - 2022
Doublethink - 2020

RELEASED IN

May 2022

ENGINE

Picture

EXPERIENCE

Managed 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.
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RELEASE VIDEO


LOONEY TUNES WORLD OF MAYHEM

ROLE

Senior Producer

PLATFORM

iOS, Android

TEAM SIZE

50+

STUDIO

Aquiris

PUBLISHER

Scopely

RELEASED IN

December 2018

ENGINE

Picture

EXPERIENCE

Launched 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.
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RELEASE VIDEO


TURMA DO CHICO BENTO

ROLE

Producer

PLATFORM

Facebook, Orkut

TEAM SIZE

25+

STUDIO

Insolita Studios

PUBLISHER

Level Up!

RELEASED IN

2012

MEDIA

Story on UOL Jogos
Story on G1
Story on Olhar Digital
Theme music

AWARD

Imagem
Best Brazilian game at 2012 EGW Awards.

EXPERIENCE

Launched 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).

GAMEPLAY video


UCAN _ 2011 IMAGINE CUP CHAMPION

ROLE

Mentor

PLATFORM

PC

TEAM SIZE

4

RELEASED IN

2011

MEDIA

Story on Fantástico
Victory video

AWARD

Imagem
Game Design's world champion of Imagine Cup 2011.

EXPERIENCE

Back 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.

GAMEPLAY video


E-VAR _ SERIOUS GAME FOR MONDELEZ

ROLE

Producer

PLATFORM

Browser

TEAM SIZE

8

STUDIO

Aennova

RELEASED IN

2013

EXPERIENCE

Aennova 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 video

video protected by password: aennova

SHADOW OF LIGHT _ DEBUT PROJECT

ROLE

Lead Animator

PLATFORM

PC

TEAM SIZE

25

STUDIO

Make Wish

PUBLISHER

GNN

MEDIA

Imagem
Story on EGW magazine, biggest videogame magazine in Brazil.

EXPERIENCE

Worked 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.
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GAMEPLAY VIDEO

MY PORTFOLIO WHEN I WAS AN ANIMATOR

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