Games are a significant part of my professional experience. Below is a break down of all my gamedev activities.
Library to manage and implement achievements in a game.
Tool to procedurally generate pseudo-infinite worlds for 3D games.
Decadium Studios was a game developer company that my friends and I funded in 2003/2004. During my time at the company, I worked on several games directly (as a developer, manager, etc) or indirectly (participating in meetings, creating supporting tools, etc).
Ryudragon was an important step in my game developer career. It was a web-based MMO RPG game, the very first game the company published. I worked in the game for almost 7 years (2004 to 2011), since its conception to final days of life. It was part of UOL Games (the largest Internet content provider in Brazil) and it made the news on newspapers severals times in a state- and national-wide reach. Towards the end of its life, Ryudragon had been played by almost 300.000 players.
In total, we released 2 casual PC games (Aquadum and Gotcha: Celebrity Secrets), 3 MMO browser games (Ryudragon, Warjin and Guerra Secreta), 1 3D game (a soccer one that was part of a marketing campaign for a big Brazilian company) and 27 casual Flash games.
Below is a list of all games I worked directly or indirectly (all copyrights and trademarks belong to theirs respective owners):
Those are the games I made as an indie game developer.
Those are mostly single-level games I made alone or with a team during game jams (usually 48 hours of development).
Where is my hat?
A two-player game where the first player must hide a hat, which has to be found by the second player. Game implemented by a team of 6 using Godot 3.0.2 and Asset Forge 1.3 at Fernando’s back-to-Brazil game jam held in Skultorp, Sweden.
A two-player co-op game where one of the players fetches supplies for a planet whose defense weapons are controlled by the other player. Game implemented by Björn Berg Marklund and myself using Pyxel, a retro game engine for Python, during a random Saturday. Maybe 8 hours of dev time?