São Paulo, Brazil
Contact: [email protected]
WORK

Character Abilities VFX

Rick and Morty Portals

Magic Capes

Grass Shader

Valorant Smokes

Animals Summoning Bite

Stylized Air Explosions

Elemental Eruptions

Rock Ground Impacts

Pokemon Fight VFX Moves

Pokemon Gengar VFX Moves

Portals

Stylized Impacts and Explosions

Stylized Shader for VFX

Student Projects

Electric Punch
Proffesional Projects
These are some of the projects I contributed to; however, due to confidentiality agreements, not all projects can be shared.
Student Projects
As a student, I created projects for coursework and game jams; the downloads of this games are available on my Itch.io page.

About me
Technical Artist specializing in real-time VFX, with a degree in Digital Games Development and 5+ years of professional experience on published multiplatform and mobile games, as well as a cinematic project. Experienced in delivering large-scale character and ability effects, developing shaders and materials for characters, environments, visual effects, and providing cross-disciplinary support in asset integration, optimization, and production pipeline development.
Skills
| TECHNICAL SKILLS |
|---|
| Visual Effects: Creating high-quality VFX, from planning to delivery, aligned with each project’s artistic and technical requirements. |
| Optimizing and integrating game assets: 3D models, characters, props, and UI elements, through geometry cleanup, polycount reduction, UV adjustments, LODs, texture optimization, and performance-focused materials, ensuring proper implementation in-engine with consistent visual quality and performance. |
| 3D Character Rigging (In Progress): Currently studying rigging, focusing on technical skills and efficient workflow development. |
| PERSONAL SKILLS |
|---|
| Visual Direction for VFX: 5+ years of experience contributing to the definition of VFX visual identity, including creative direction and the development of visual solutions aligned with artistic vision, technical constraints, and performance requirements |
| Team Direction: Contributing to a small VFX team for 2+ years, providing artistic guidance, supporting communication, and helping ensure the quality and consistency of deliverables. |
| English: C1 - Advanced Portuguese: Fluent / Native |
| Softwares |
|---|
| Maya: Modeling 3D assets for VFX, rigging of 3D characters and props (In Development), and performing optimizations including geometry cleanup, LODs, and UV adjustments. |
| Substance Designer: Designing textures and materials for characters, props, environments, and visual effects. |
| Photoshop: Designing textures for visual effects, providing visual feedback to other team artists, and making 2D art adjustments and optimizations for game integration. |
| ZBrush: Modeling organic assets for visual effects, for example animal bodies and heads, human silhouettes, wings, and demonic hands. |
| ToonBoom: Creating visual effects using frame-by-frame animation, for example smoke, explosions, impacts, liquids, and energy. |
| Production and VCS Tools: GitHub, Perforce, Miro, Slack, Monday... |
| Unity (5+ Years experience) | Unreal Engine (3+ YEARS EXPERIENCE) |
|---|---|
| Particle System and VFX Graph | Niagara Particle System and Niagara Fluids |
| Amplify Shader Editor, Unity Shader Graph and HLSL | Unreal Shaders and Material editor |
| Timeline: Unity Cinematic Tool | Sequencer: Unreal Engine Cinematic Tool |
| Post-processing, post-processing visual effects and full-screen effects. | Post-processing, post-processing visual effects and full-screen effects |
| C# Scripts | BluePrints |
Contact
Effects created in Unreal Engine 5Using the Material editor and Niagara System
3D models for VFX created in Maya
2D Textures created in Photoshop and Substance Designer
Animated using Sequencer
Effects created in UnityUsing the Amplify Shader Graph and Particle System
3D models for Capes created in Maya
2D Textures created in Photoshop and Substance Designer

Shader created in UnityUsing the Unity Shader Graph
3D models created in Maya
2D Textures created in Photoshop
Integrated using the Unity Terrain Tool
Shader Graph

Grass LODs

Final Result
Material Controls
Effects created in Unreal Engine 5Using the Material editor and Niagara System
3D models created in Maya
2D Textures created in Photoshop and Substance Designer
Effects created in UnityEffects created using the Particle System
VFX Materials created using Amplify Shader Editor
3D models created in Maya and ZBrush
2D Textures created in Photoshop and Substance Designer
Some of the effects I created for a freelance workEffects created in Unity, using the Particle System
Created in Unreal Engine 5Using the Material editor and Niagara System
3D models created in MayaThe main objective of this study was to create a material aimed at developing stylized effects, which offers a cartoon look and enough versatility to create different elements, and which at the same time has the simplest and most direct usability possible, with adjustable parameters within the niagara system.

Effects created in Unity
Personal study made with the purpose of creating some stylized hits and explosions effects using the Zelda BOTW game as a principal reference.Effects created using the Particle System
Materials created using Shader Graph
2D Textures created in Photoshop
Some of the effects I created for a freelance workEffects created in Unity, using the Particle System
Some of the effects I created for a freelance work:Effects created in Unity, using the Particle System
Some of the effects I created for a freelance work:Effects created in Unity, using the Particle System
Effects created in Unreal Engine 5
Personal study made with the purpose of creating a simple and reusable material aimed at creating portals or similar effects

Effects created in Unreal Engine 5:Using the Material editor and Niagara System
Animated using Sequencer
3D models created in Maya
2D Textures created in Photoshop and Substance Designer
Effects created in Unreal Engine 5:Using the Material editor and Niagara System
Animated using Sequencer
3D models created in Maya
2D Textures created in Photoshop and Substance Designer

During my undergraduate studies, I had the opportunity to participate in several projects (including game jams), where I learned and performed different roles in game development, from sound design to game programming. Through these experiences, I developed a broad understanding of the challenges and needs of different areas involved in game production.I specialized in working within the engine (Unity), focusing particularly on creating visual effects and developing technical solutions using shaders and materials, both for VFX and characters, props, and environments. I also worked on general asset integration, including characters, animations, props, UI elements, and assisted artists and programmers whenever necessary.In addition, I created riggings and animations for 3D characters and props, contributed to a 2D cinematic, and planned as well as implemented the UI and HUD for the games We Need More Modules, Telefonista, and Mythic Hunter.

We Need More Modules - Main Menu

We Need More Modules - Options

We Need More Modules - Character Select and Lobby

We Need More Modules - Gameplay

We Need More Modules - Achievements

We Need More Modules - Credits

Telefonista - Gameplay

Telefonista - Game Guide

Telefonista - Credits

Mytic Hunter - Main Menu

Mytic Hunter - Collection

Mytic Hunter - Credits
Effects created in Unreal Engine 5Using the Material editor and Niagara System
2D Textures created in Photoshop and Substance Designer
Animated using Sequencer
Effects created in EmberGer
Effects created in EmberGer
Effects created in LiquidGen