PROJECTS
MICROSOFT FLIGHT SIMULATOR 2024 EDITION

Microsoft Flight Simulator 2024 delivers an ultra-realistic aviation experience with highly detailed environments and next-generation world simulation. As a Level and Environment Designer, I contributed to the creation and refinement of some airports, shaping terrain, and crafting immersive airport layouts using the project’s SDK tools.
MICROSOFT FLIGHT SIMULATOR 40th Anniversary

Microsoft Flight Simulator – 40th Anniversary Edition celebrates the legacy of the franchise with expanded aircraft, missions, and richly detailed world updates. As a Level and Environment Designer, I contributed to the UK & Ireland World Update, creating and refining airports and POIs with accurate terrain shaping, asset placement, and visual polish.
NOBLE LEGACY

Noble Legacy is a strategy and management experience where players rule, expand territories, and make impactful decisions that shape their kingdom’s future. As a Game Designer, I designed and implemented scenarios and quests, balanced town management systems, supported gameplay testing to refine progression and player experience.
MONKEY DO

Monkey Do is a stealth-driven action adventure where a clever monkey uses agility, gadgets, and the environment to outsmart robotic enemies and escape a dangerous zoo. As a Game Designer, I developed levels from scratch, designed puzzles, helped shape player mechanics, cinematics, polished levels through bug fixing and art work.
METALCORE

METALCORE is a large-scale mech combat game, featuring massive PvP and PvE battles, deep crafting systems, and a player-driven economy in a 3rd person battlefield. As a Game Designer, I contributed to gameplay systems and world building designs, shaping the game’s evolving combat experience.
EVERY DAY WE FIGHT

Every Day We Fight is a tactical strategy game blending real-time exploration with turn-based combat in a time-loop war scenario. As a Game Designer, I developed exploration-focused levels with player-driven puzzles, implemented gameplay systems, integrated content into the main map, and collaborated to cinematics and overall game flow.
JACKASS HUMAN SLINGSHOT

Jackass Human Slingshot is a chaotic physics-based mobile game where players launch character through wild obstacle-filled levels inspired by the Jackass universe. As a Game Designer I built and documented gameplay systems, levels, created puzzles, supported marketing videos and helped structure LiveOps features.
THE WALKING DEAD DESTINIES

The Walking Dead: Destinies is a narrative-driven action-adventure game where players reshape key moments from the series through choice-based progression and exploration. As a Game Designer, I worked on levels and design documentation, built exploration areas with puzzles, supported system implementation, and polished in-engine cinematics.
COBRA KAI 2: DOJOS RISING

Cobra Kai 2: Dojos Rising is a beat ’em up adventure that expands the rivalry of the series through exploration, combat, and story-driven progression. As a Game Designer, I created and blockout levels, developed exploration areas with puzzles, implemented gameplay systems, integrated content into the main map, and created some 2D cutscenes.
IMO

A small indie game, developed in 28 days, before winning the popular vote award at the "SP PRO Game Jam".
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IMO is a strategy tower defense with an objective to eliminate the errant shapes before the monuments deteriorate, the player is challenged by geometric architecture to create new strategies every level.
The game demo is available on Itch.io.
PANIKO

A small indie game, developed to be my college graduation project. After finishing the game in 2021, we were nominated for best student game in 2022 at the Games for Change Awards.
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In P.A.N.I.K.O. the player will control Thiago, in search of unravel the mysteries of the mind of someone who suffers from the panic disorder.
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The game demo is available on Itch.io.

