Well met! I’m Fabrício, a gamer, programmer, designer, game jammer and dungeon master from Brazil.
I've been playing games since I was 8, and later decided this is what I want to make for a living. I study Computer Science at USP in Brazil.
Please send me a message at fabricio-gf@hotmail.com, I will love to connect with you about work and internship opportunities, about networking or about our group Fellowship of the Game.
You can also reach me on one of my social medias linked below.
This game was made to be used as a competition in our Computer Science Week at USP, in 2018. Made in Unity in a team of 9, it was a short and serious project, and we gave it our best during development to ship a good product (for a student team at least), and I think we acomplished that goal. It has, up to November 18th, more than 1500 downloads and 90% 5-star reviews on Play Store. Besides the project ownership and game design, close to the final deadline I picked up some programming tasks that the team had a hard time doing.
My contribution:
Leadership of the project
Task distribution and supervision
Game design and balancing
UI setup
Point record tracking
SFX and music system
Local co-op hack n' slash, where players explore a spooky cave and fight monsters. Watchtower is a game made in 4 months for a Game Development Discipline, in a team of 5, and it was my first serious 3D project in Unity. The story, locations and characters were all inspired by a Tabletop RPG game we all played on, and our goals were to have a chaotic and fun game that a couple of friends could play any night randomly.
My contribution:
Map layout and setup
Enemy AI and spawn behaviour
Character selection screen
Item and collectible pickups
This is a point and click, escape the room style game about a person trapped inside a room and told to take part in an experiment. It was made with Unity. This game was made with my lovely girlfriend (she made all the art) for the Café Game Jam in 2018. The theme was "stymulus", so we chose to make a game based on the famous Skinner's Box experiment. Seeing as I was programming alone, we ended up going with a mechanically simple game so we could really polish it and have a complete final product. Other than the programming, I wrote the plot and designed the sequence of events to finish the game. In the game, the protagonist wakes up in a room and there is a mysterious voice ordering him to hit a button when a big red light turns on, as part of an experiment. At the end, we put a twist that I thought was quite amusing: the one taking part of an experiment was actually the player, and their stymulus is actually game progress. *mindblown* Yeah, I know it's not the most original, but I think it was pretty good for a jam.
Highlights:
A simple game with a cool twist at the end
Point and click progress system
Textbox and dialogue system
Completed and polished project
No Prey No Pay is a couch multiplayer fighting game with pirates, for up to 4 players! It was made in Unity, in a team of 5, for a Game Development Dicipline at USP. We wanted to make simple game with lots of charm, that will make people want to have fun with it with friends for a long time. We realized a fighting game is in fact not at all simple to do, but we managed to get a finished product that made us very proud. It was shown at USP Game Link, an event where game developers from all over the country get together to make connections, show their work and generally have fun! Our game had a very positive reception at the event, lots of people kept playing it with friends, calling out rematches, laughing, getting competitive. We were very happy with the general result of it, and are thinking of continuing development of the game.
My contribution:
Main menu and character selection screen
Round start and round end logic
Player win tracking and match end logic
Player statistics tracking and display
Weapons and combat prototyping
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