Developed and published by Ubisoft for Nintendo DS and Sony PSP, this project was an opportunity to the team to work with a well-known brand. Michael Jackson's fan base is wide, so the interface should be clear and accessible even to who never played music games on handhelds consoles. I was in charge of designing user interface, with other artists to develop an art direction for interface and work with game design team to find graphic solutions for gameplay in signs and feedbacks.
A slot racing game, created as part of release marketing strategy for Samsung Galaxy SII. The game runs on a seamless track, across twelve 40-inch displays. Each player controls one slot car, using the Samsung Galaxy SII as touch-screen controller. Designed to be played by up to four players, the game was avaliable for one month, inside one crowded shopping mall in São Paulo. In this project, I was responsible for User Interface design; gameflow - with a dedicated game designer; texturing and general art direction.
Friend Fighter is a strategy game developed by the independent game studio, Sulistas. It is focused on avatar fighting. You can create your fighter and customize it using items and differente strategies. Each time you play, you can improve your strategy to overcome stronger opponents and compete on a global ladder.
Friend Fighter was developed to be a launch title with Nokia N8 system in Brazil and other emerging markets. I was in charge of User Interface, gameflow, logotype design.
The following prototypes relate to an unannounced Nintendo DS project concluded during pre-production stage. The main goal was to achieve the feeling of manipulating real materials, so player can drag paper sheets, draw on them, cut, glue, etc. Prototypes should be functional and intuitive. Here, we can see three of them:
Horizontal Navigation: Player can slide paper sheets horizontally. He selects interest item and drag it to left, to access correspondent paper sheet. To go back, he just drag Back item to the right.
Multiple Paper Sheets: Player can drag what he want to center. The last state he came from, are located in bottom left part of the screen. This approach still keeps the feeling of manipulating papers.
Sketch Concept:To navigate through all menu areas, player can use the stylus or finger to circle areas he want to access. All the menu states are located in the same paper sheet, as a big map, or blueprint.
Imagine Detective was the first game made by Ubisoft São Paulo studio. In this project, I was in charge of User Interface Design - from wireframe, applying global art direction into User Interface, and final asset implementation. I worked very close to game design team on game flow, gameplay interface and navigation interface.
Zest Pawa and Zest Dillon are two pixel fonts, designed for Imagine Detective game. The two fonts were projected to be clear and readable at low resolutions displays, such as Nintendo DS screen. Support wide range of latin languages.
Bari-bari was a typeface created for an upcoming iPhone game. It would be used in User interface and as part of brand, but it became a personal pet project.
Chako is my final graduation project. A XNA side-scroll platform game, using real plush dolls as characters, in a world made of fabric. Since this is an indie project, the team was very small, I created all the artwork and two programmers hand coded the engine.
This short film was made for 2nd round of Microsoft Imagine Cup. The theme was “Imagine a world where technology enables a better education for all”. With this video, my team and I passed to the world wide final in South Korea. Then we competed in 36 hours long round, when all the six finalists teams made a brand new short film, to compute into the final score. We won the 3rd place world wide.
Here's a collection of logotypes I designed. There is personal brands; collective TI projects; and some were designed for groups and contests.
Well, thanks for your visit, and fell free to contact me, via Linked in or email. If you want to see my resumé, click here to download