a yellow deer. they're sitting down and smiling, while looking at the viewer. they're holding a phone with a smiley face on its screen.

although i studied compsci, i was also at the Apple Developer Academy at Senac São Paulo at the time, which made it possible for me to create some actual fun things.

note that most of the iOS apps made here aren't available on the app store, some because they were just prototypes, and others because maintaining iOS apps is costly and tiring, especially when they date back to 2017. (return)


local multiplayer game developed as the final project for the Apple Developer Academy.

every device is treated as the player’s home, and everyone nearby can connect to others’ houses (through bluetooth or wi-fi, so no proper internet connection required!) and play minigames together.

two games were developed for it: Battle Sheep, a pun on battleship games, and Baseball, a timing game.

development halted as the program ended, but the ground was set for more games to come, and more customisation options as well. there’s an in-game store for future items, such as clothes, house items, and, of course, minigames.

behind the scenes, the game uses Apple’s Multipeer Connectivity technology to connect devices. in order to use it properly, a strong abstraction was built on top of it, which we fondly called Par. you don’t see the name in-game, but it’s always there doing the hard work, responsible mainly for hosting minigame servers on one device while exchanging information with the others.

i was responsible for the networking features and basic game flow, as well as illustrating and implementing Battle Sheep.

star friends

a game prototype developed at the Apple Developer Academy.

it's about traveling from planet to planet while making friends and dealing with anxiety. you control a tiny astronaut, from the Star Friends Alliance, visiting planets inhabited with people with different personalities and personal problems. talk to them, hear them, understand them. sometimes it can be a little harder, and you have to break the ice somehow, or you need to understand them better before trying to come up with a conversation.

the game was built around the theme of anxiety, and the characters are written based on different symptoms of Generalised Anxiety Disorder. most of the research was concerned about it, and how to represent that through game mechanics, eventually adopting a “battle” mode inspired by Undertale and employing abstract representations of certain characters.

i was responsible for dialogue mechanics, character design, and sound design.

campos in touch

an interactive prototype made during the Tourism and the City workshop, hosted by Senac São Paulo together with KEA and George Brown, in Campos do Jordão. we were tasked to develop digital solutions to encourage tourism in the city.

our solution was an installation consisting of an interactive wall, where moving parts would be done with a projector. the viewer would touch the wall and guide a bird (an ultramarine grosbeak, or azulão) as it flies around and gives information on different tourist spots and local fauna and flora.

a prototype was built using Adobe Animate. the prototype was designed by the entire team and animated by me. we would present it by mimicking the touch on the big screen while someone clicked on the animation at the same time.

we spent one week in Campos do Jordão researching and getting to know the city and each other. Senac hosted lots of events throughout the week, including a brief tour to most of the tourist spots, hiking, and a trip to a local amusement park.


memory game developed at the Apple Developer Academy.

in singleplayer, the player must repeat all poses given by the computer by swiping with their Remote, and each round another pose gets added to the sequence. kinda like Simon.

in multiplayer, though, each pose is assigned to a specific player (identified by their colour), and everyone must repeat the sequence in the right order. multiplayer is achieved with the Manjo Remote app on an iOS device by connecting it to the TV game through wi-fi or bluetooth.

the game offers two different multiplayer modes: cooperative enforces that players work together to remember the sequence so as to not end the game, while competitive makes it more fun to distract other players.

i was responsible for the networking features, as well as illustrating the characters.


animation app developed at the Apple Developer Academy.

the app lets you easily animate things, frame by frame, featuring animation tools such as a timeline and onion skinning, as well as gif exporting. it was inspired by the simplicity of applications such as Flipnote Studio, and motivated by the lack of such apps for quick animating on iOS.

i was responsible for the drawing engine, as well as the timeline features.