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
Main Responsibilities
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Contributed to the evolution of a Live Ops product with 12 years on the market and a player base predominantly aged 50+, with retention exceeding 180 days.
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Worked with a highly loyal, high-retention audience that was resistant to change.
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Diversified monetization strategies without compromising the original player experience.
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Designed economy, progression, and live event systems.
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Defined short-, mid-, and long-term goals, expanding player purpose and long-term engagement.
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.
Dolmen
PC / Consoles | Soulslike 3D
Main Responsibilities
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Integrated into a large-scale project with over 3 years of development, maintaining fidelity to the original game vision.
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Refined and scaled existing gameplay systems and mechanics.
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Balanced equipment stats, character attributes, economy, and combat systems.
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Designed new progression points and boss encounters.
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Conducted full documentation reviews and produced balancing sheets.
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Collaborated closely with Level Design, Narrative, and UX teams.
Results: 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
Main Responsibilities
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Led game design and team coordination to deliver a scoped, viable game within a 6-month development cycle.
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Developed a Party Game with strong Brazilian cultural representation, combining native fauna with a fantasy-spooky theme for SB Games 2017.
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Structured production phases by prioritizing core mechanics and essential features per iteration, ensuring focus, quality, and on-time delivery.
Result: Achieved 2nd place in the “Best in Show” category and received an honorable mention for soundtrack.
