
The Record
The Full Picture
Experience
Game Economy Designer · Metacore · 2025–Present
Content & Gameplay · Merge Mansion
Re-balanced task difficulty across several game areas for a major feature overhaul — keeping total area difficulty identical to control while redistributing content across new map positions and reframing the difficulty curve, contributing to a ~10% increase in engagement and 5% reduction in economic inflation.
Owned the economy design and balancing of a new late game area from concept to live validation — with a minigame, a content type historically associated with player churn — hitting monetization, retention, and progression targets and reversing a declining EOC trend from ~550 to ~720 active end-of-content players.
Designed and balanced an A/B test for bubble spawns. Analysed merge chain conversion rates to identify high-performing bubble types, then redesigned spawn odds to increase their impression frequency — A/B tested the change and grew targeted revenue sources by ~7%.
Designed and maintained progression pacing and resource distribution systems — using dashboard data and AI-assisted tooling to calibrate energy cost curves and sustain long-term player progression without compromising monetization.
Senior Game Designer · Reliance Games · 2023–2024
Rapala Fishing · Continuation after Reliance acquired the project from Fortis Games
Redesigned the FTUE from scratch on the game's actual systems — splitting the experience into a tight linear flow and a contextual layer that surfaced guidance only when players were ready for it. Preserved the full dual-input mechanic as an opt-in expert mode with a higher reward multiplier rather than simplifying it away. FTUE completion moved from 14% to 23%.
Continued product ownership from Fortis period — maintaining systemic architecture, coordinating with new stakeholders, and mentoring junior designers through the studio transition.
Lead Game Designer · Fortis Games · 2022–2023
Rapala Fishing · Continuation after Fortis acquired Oktagon
Led core gameplay development from research through live validation — benchmarked the market, designed and iterated a dual-input fishing mechanic using Rational Game Design methodology, and validated it via A/B prototype testing. D1 retention at the first soft launch: 20%, with no metagame in place — just core gameplay.
Designed the session loop and planning layer on top of the core mechanic — fishing trips with destination selection, fish information, weather forecast and gear planning — moving D3 retention from under 5% to ~10% in the second soft launch batch.
Conceptualized and designed a modular quest framework from scratch — defining trigger logic, objective conditions, and reward structures as configurable components — enabling any game system to implement quest behavior via tagged spreadsheets, scaling to 600+ active tasks in production.
Built an interconnected fish and equipment system from the ground up using real-world fishing research — modeling fish families, habitats, behaviors, and stress responses, then designing equipment with mechanical roles derived directly from core gameplay, with dual-axis item progression.
Designed and documented the full systemic architecture of the game — session flow, battle pass, and live-service features — using a modular doc structure where each system linked to its dependencies.
Acted as sole designer on the project before team expansion, then as de-facto Game Director, owning product decisions end-to-end across a 25-person multidisciplinary team and coordinating directly with stakeholders against defined OKRs.
Game Designer · Oktagon Games · 2021–2022
Magic: The Gathering – Puzzle Quest · Age of Rivals: Conquest · Rapala Fishing (pre-acquisition)
MtG:PQ: Translated paper card game mechanics into a Match-3 environment, ensuring variety, depth, and uniqueness per card.
MtG:PQ: Designed and maintained store bundles and booster sets to sustain consistent revenue streams.
Age of Rivals: Promoted to Lead Game Designer after 3 months,
Age of Rivals: Found the balance methodology effectively absent — costs had been adjusted by player complaint with no underlying model. Reverse-engineered a cost formula from first principles and applied it across the full roster, reducing complaint volume and enabling balance decisions to be validated before reaching players.
Age of Rivals: Redesigned the economy and monetization model, transitioning the game from a faux-F2P to a genuine F2P structure — making all characters free and introducing a booster-driven progression system where every pack contributed to player advancement.
Rapala Fishing: Contributed to early design and systems before the project was acquired by Fortis Games in January 2022.
Non-project specific: evaluated and mentored newly hired designers across projects; kept weekly game designer meetings for cross company alignment; participated in evaluation meetings with Fortis during the acquisition process.
Game Design Instructor · SENAC · 2016–2022
Serviço Nacional de Aprendizagem Comercial · Rio de Janeiro, BR
Created and delivered lectures on game production, art, and programming, achieving student satisfaction ratings of 4.8/5 — with one former student releasing Pulling No Punches on Steam.
Successfully piloted new methods of assessment, which were then adopted by the department.
Worked with teams of 14 to 16 students over 4 weeks to develop innovative game design solutions for external clients, including Grupo Epic.
Freelance Game Designer / Writer / Consultant
Independent · 2013–Present
Designed, playtested, and iterated systems and mechanics for indie, mobile, and web3 studios across multiple continents.
Worked over a year with the web3 game CafeCosmos, as sole game designer responsible for user experience, balancing the game side and ensuring recipes were fun to play with. (The sole reason I joined the project was the redistribution mechanism)
Wrote and designed quests and systems for Brazilian publishers contributing to titles built on Savage Worlds, Lankhmar, Trail of Cthulhu, and others.
Consulted on playtesting and audience alignment for several studios, including pro-bono help on Pulling No Punches.
Personal Projects
The Suicide of Mr. Tanaka
#1 Host Choice — Scream Lite Game Jam 2020
Short mystery point and click adventure about corporate horror.
Heavily influenced by Kult: Divinity Lost, and japanese culture.
Ten Days to Scream
The Suicide of Mr. Tanaka — Solo · Scream Lite Game Jam 2020
A Jornada
Winner — Faça Você Mesmo 2015
A narrative heavy TTRPG about life.
Available here for download in Brazilian Portuguese only.
Kill Your Darlings
A Jornada — Solo · Faça Você Mesmo 2015
Efeito Dominó
Finalist — Game Chef Brazil 2013
A TTRPG about decisions and ramifications. Available only in Brazilian Portugese.

As Aventuras de Mumbuquinha 2.0
Third Place — Maricá Games Jam
An auto-platformer made for the city of Maricá, as an update/sequel to the previous As Aventuras de Mumbuquinha game.
Making It Feel Right
As Aventuras de Mumbuquinha 2.0 — Team · Maricá Games Jam 2025
Moving Away
Participant — My First Game Jam 2020
A platformer about change, built under the constraint of not using text to convey any teaching. Downloadable here.

