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.

Play in browser.

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.

Moving Away from Words

Moving Away — Solo · My First Game Jam 2020