Summary
Graduated in Digital Media Design from PUC-Rio, I built my career as a Game Designer focusing on systems, gameplay, and Live Ops. I worked on designing and balancing mechanics, developing content, and defining engagement strategies for large-scale mobile titles, strengthening my experience in maintaining and evolving long-term products.
This journey enhanced my ability to analyze metrics, optimize player experience, and collaborate with multidisciplinary teams. I also contributed to the design and refinement of systems for more technically complex, narrative-driven titles aimed at PC and Console, helping define progression, challenge balance, and gameplay pacing.
I draw inspiration from both classic RPGs and independent titles that emphasize identity, atmosphere, and emotional resonance. My goal is to create experiences that inspire, connect, and feel meaningful, while maintaining a structured, collaborative development process focused on delivering real impact to players.

Buraco Jogatina
Android, iOS | Trick-Taking Card Game
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Challenge: Managing a 12-year-old product with no mechanics beyond its core loop, targeting a majority audience over 50 years old—loyal, highly retained, but resistant to change.
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Goal: Diversify monetization without compromising the original game experience that players were accustomed to.
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Action: Added systems for economy, progression, and short- to long-term purpose.
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Results: With the introduction of IAP and rewarded video (RV) sources, revenue, LTV, and perceived player value increased.
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+22.2% ARPDAU (2023) via subscription promos and A/B testing of monetization features.
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+6.3% ARPDAU (2024) with new subscriber benefits, the game’s first IAP store, and a new multiplayer economy system.
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+9.8% Active Subscribers (2023) and +5.6% (2024) through refined retention loops and live content updates.
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Dolmen
PC / Consoles | Soulslike 3D
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Challenge: Join a large-scale project that had been in development for 3 years, ensuring fidelity to the original design while enhancing and scaling existing mechanics and systems.
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Goal: Balance equipment, character attributes, economy, and battles, while introducing new progression points and boss encounters.
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Action: Conducted a full review of documentation, created balancing spreadsheets, and worked closely with Level, Narrative, and UX Design teams.
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Result: Improved the player’s onboarding experience, enhanced inventory UX and equipment management, and refined boss battles, raising the overall consistency and quality of gameplay.


Spookyard
PC | Brawl Party Game
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Challenge: Responsible for creating the design and coordinating the team in developing a viable-scope title within just 6 months.
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Goal: Develop a game with strong Brazilian representation, combining native fauna with a fantasy-spooky theme in a complete and fun Party Game experience, to be showcased at the SB Games 2017 competition.
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Action: Structured production stages, prioritizing essential mechanics and elements in each version.
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Result: Achieved 2nd place in the “Best in Show” category and received an honorable mention for soundtrack.
