LEAD Game designer
For 8 years I’ve been working in the video game industry in different roles: From junior programmer, to game mathematician, to game designer, to my current role as Lead Game Designer at Saber Interactive Porto.
Game Design requires experience and know-how in multiple disciplines, art and technical. My particular interest lies in their intersection: Player Psychology.
In paralel, but not less relevant, I’ve been a DM for over 15 years, running multiple TTRPG systems, and writing my own published content. I’m, of course, a big fan of RPG and adventure stories. D&D is where my Game Design journey started, and many of my player-interpersonal skills refined.
Looking for Adventure?
Sit and warm yourself by the fire, we’re about to begin.
… After a rowdy night on ship, you feel your head ring - must have been your overindulgences.
Beams of light sear the upper deck, as the hatchet opens. It’s been three days since the ship was taken, and you were made prisoner.
“Bring them out, We’ve finally arrived! - Yells a ruff and commanding feminine voice.
You captors await you on deck. What do you do?
Skills
&
tools
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Experience working daily with Audio, Animation, Props, and Concept Art, and UI/UI teams.
Relevent Tools:
Photoshop: Used for draft and present designs.
FIGMA: Used to sync with UI/UX flows and design.
Audacity: Used to recording and edit my own Podcast (Componente Verbal).
I developed these skills through practical experience with personal illustations, and editing my own D&D products.
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Experience working daily with gameplay, AI, Tech, and Tool programmers.
Relevant Tools:
C#, C++, and other scripting languages: Used to facilitate communicaiton and support of programming teams. Developed in bachelor’s and master’s degrees, and first job as game programmer.
Unity, and Unreal Engine: Used in Game Jams, Master’s Degree, and in daily work.
Excel, and Google Sheets: Used to centralize information but also to calculate, estimate and automatize information dynamically. Developed in my Game Mathematician roles, this is skill of great use in large scale projects, even to create support tools for programmers to import information.
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Experience working daily with design definition, writing documentation, task breakdown and planning according to internal pipelines, sprints, and milestone deadlines.
Relevent Tools:
Confluence, Notion, Miro, Word, Google Docs: Used to document design flows, features (GDD), and content, for use by various teams and QA validation.
Jira: Used to plan and manage team tasks, bugs, and milestone deliveries.
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Experience in giving public talks related to game development and design, and pitching games and design features to various stackeholders, directors and teams.
Slides: Used to prepare and give presentations.
Speaking and Improvising: Used in context of TTRPGs.
IGDA: Part of the board for the Portuguese Chapter.
Skills developed through internal and external presentations (such as SITIO and BANG festival), and over 15 years of experience as a DM for friends and strangers.
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Experience as a DM (15+ years), publishing multiple homebrew products on DMsGuild, and writing and editing a D&D physical Campaign published, in the local store Arena Porto.
Sombras do Caminho (published with Arena Porto): An introductory box with an original Campaign, and Player Characters, fully tranlsated in Portuguese.
Common and Uncommon Weapons (DMsGuild): A free product that expands on simple non magical weapons - reaching hundreds of downloads.
Componente Verbal (Spotify): One of the two hosts, talking about history, mythology and TTRPG design.
Participated in discussions/talks at BANG festival (2025 and 2026) about TTRPG design and history.
BAckstory (Portefolio)
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I have been a Game Master for over 15+ years, using multiple TTRPG systems.
• Developed and published balancing tools and homebrew content for these systems.
• Presented, created and refined stories for all kinds of players, be it friends or strangers, new or veterans.
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Worked as Game Director and designer for multiple slot machine games.
• Games published on physical machines, desktop and mobile platforms.
• Developed and balanced mathematical models up to legal standard.
• Continuous study of target audience and market shifts.
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Love for playing, analyzing, and working on designs and solutions for all kinds of games.
• From stat driven RPGs, to short party games, to racing games.
• Worked on gamified workplace solutions (Liftov), multiple game jams, slot games (Cristaltec) and AAA (Dakar desert rally from Saber interactive).
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Desconstructing game design in boardgames mechanics and player psychology.
• One of the two hosts and audio editor of “Componente Verbal”; A portuguese podcast on Spotify about role playing in table top rpg systems, content creation and design, story hooks, historical references and player psychology.
• Wrote, edited and designed Instagram page for homebrew DnD design ideas (TwoDiceyBards). Publicizing my published works and rebalancing existing mechanics.
My Stuff