As game developer of the Brazilian studio, tasks also included development and analysis of worldwide game concepts for future development.
As porting engineer, tasks included adaptation and bug fixing of source code and resources using proprietary and commercial tools.
Zombie Isle
Casual, Worldwide (2010)
Tech: C++ (iOS)
Role: Gameplay, AI and UI programmer from concept to alpha stage. Additional tasks: art and level design integration/workflow.
Team: 2 programmers + 2 artists + 1 game designer + 1 QA
Jump O'Clock
Casual, Worldwide (2010)
Tech: C++, Objective C (iOS)
Role: Game/UI programmer. Additional tasks: audio and OpenFeint integration, game updates.
Team: 2 programmers + 2 artists + 1 game designer + 1 QA
Armies of War
Board, North America (2010)
Tech: C++ (Brew, Windows Mobile)
Role: Porting engineer of lead builds for North America market.
Team: 1 programmer + 1 QA
War
Board, Latin America (2009)
Tech: Java ME
Role: Game programmer and porting engineer of lead builds for Latin America market.
Team: 2 programmers + 2 artists + 1 game designer + 3 QAs