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Game Designer | Level Designer | Unity | Prototypes | Generalist | Visual Scripting

About me

Game Designer with 2+ years of hands-on experience using Unity and Visual Scripting. Tell me what you are looking for and let’s chat about it!

4+ years of XP in the Sales Market in brands such as Nike and Technos allowed me to develop communications skills with individuals and teams.

https://youtu.be/RZK1wyyDMJU

https://store.steampowered.com/app/4197060/HIIT_Stranded_on_Zaruma/

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HIIT Game Design Document (GDD)

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HIIT: Stranded on Zaruma is a 3D adventure game focused on puzzles and platforming. As solo developer, I acted as Game Designer and programmer using Unity. This project is under development for more than 2 years, release expected to 2027.

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The game features many puzzles using mechanics like the Grappling Hook, Drone and Scanner; more than 4 enemies, 3 different biomes to explore and several documents to discover the story across the map.

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GAME DESIGN

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Hacking

The Game Design Document (GDD) was created using Notion and Miro, where I described all aspects of the game: the target audience, references, genre, story, core game loop, mechanics, enemies, level design, puzzles and more.

I’ve faced many challenges through the development. From project scope cuts to programming difficulties, I had to make hard decisions to shape the project into a product that can be completed by mostly one person.

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PROBLEM 1: Through playtests I discovered that players did not know which door they just opened after pressing a button because those weren’t physically connected to each other.

SOLUTION: I added buried cable that can be seen by using the Scanner. This added an interesting layer of depth to the game with a new mechanic of interaction and more character development for the robot.

PROBLEM 2: Animations. Since I do not have skills to animate, I had to find alternatives to traditional aiming and shooting with the character arm.

SOLUTION: The solution was a support drone roaming around the player that shoots the Laser. Also, all enemies in the game rely on shaders, rotation or floating logic to convey movement.


PUZZLE AND LEVEL DESIGN

I brainstorm the basic layout of puzzles using Miro, and with the basic idea created, I block out the level or puzzle on Unity using Pro Builder. After that, I playtest to get a feel for the level and add or remove things if needed.