I instrumented Unity Analytics to snapshot player state at 4 milestones, which surfaced two economy bugs and a timer persistence defect. 600+ organic downloads and a 4.2/5 rating with no marketing spend.
The 5 lead projects with the #4 treatment. Every thumbnail is tinted toward the accent hue at rest, so the set reads as one palette instead of five competing ones. Hover a card to reveal the game's true colours.
The card bodies carry the same badges, highlight text, and buttons as the real page, so you can see what a colour does to the whole component and not just to the artwork. Set Tint strength to 0% to see the raw chaos you started with, then copy the tuned CSS at the bottom.
I instrumented Unity Analytics to snapshot player state at 4 milestones, which surfaced two economy bugs and a timer persistence defect. 600+ organic downloads and a 4.2/5 rating with no marketing spend.
My first published idle game. I designed the core loop and economy from scratch, using Cookie Clicker's formulas as a reference and tuning them toward a slower pace. 1000+ organic downloads.
This project taught me the scope management principles I later applied to shipping my solo idle games on time.
2.5D Metroidvania developed as a graduation project at PUC-SP. I led the scope cuts needed to ship a playable vertical slice with a team of 6 inside academic deadlines.
The clearest example of me building real-time combat architecture and animation state machines against a hard deadline.
I designed and programmed the core fighting system: hitboxes, animation trees, life/death state, and combat balancing. It won Best Art at PUCJam 2023.
Stealth-action game set in an alternate 2031 Brazil. I designed the level layout, the core stealth and shooting mechanics, and the narrative. Built for CtrlAltJam#3 with a team of 4.