Lead Game Designer
For 8 years, I’ve worked 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 accross multiple disciplines, art and technology. My particular interest lies at their intersection: player psychology.
In parallel, 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 where many of my player-focused interpersonal skills were refined.
Sit and warm yourself by the fire, we’re about to begin.
… After a rowdy night on ship, you feel your head ring - It 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 rough and commanding feminine voice.
Your captors await you on deck.
What do you do?
Looking for Adventure?
Skills
&
tools
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Experience working daily with audio, animation, props, concept art, and UI/UI teams.
Relevent Tools:
Photoshop: Used to draft and present designs.
FIGMA: Used to sync with UI/UX flows and design.
Audacity: Used to record and edit my own Podcast (Componente Verbal).
I developed these skills through practical experience with personal illustrations, 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 communication with and support of programming teams. Developed through bachelor’s and master’s degrees, and my 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 values, and dynamically automate data management. 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 stakeholders, directors and teams.
Slides: Used to prepare and give presentations.
Speaking and Improvisation: Used in context of TTRPGs.
IGDA: Board member of 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 physical D&D campaign published in partnership with Arena Porto.
Sombras do Caminho (published with Arena Porto): An introductory box containing an original campaign, and player characters, fully tranlsated into Portuguese (EU).
Common and Uncommon Weapons (DMsGuild): A free product expanding simple non-magical weapons, with hundreds of downloads.
Componente Verbal (Spotify): One of two hosts, discussing history, mythology, and TTRPG design.
Participated in discussions and talks at BANG Festival (2025 and 2026) about TTRPG design and history.
My Stuff