About

Computer Science graduate from UNIFEI, building games on the server side.
I believe gaming is a force for good in the world, and I'm always looking for ways to be part of that positive impact, whether that's working on a large-scale MMORPG or maintaining a MUD that's been a home for visually impaired players for over 20 years.
I got here through web systems development (dashboards, REST APIs, PHP and SQL) and that foundation turned out to be the perfect fit for the server-side work I do now.
Today I work at Insane Game Studios as a Senior Game Engineer on Profane, a Sandbox MMORPG. My focus is the backend and server-side: authoritative game logic, multiplayer systems, and the infrastructure that keeps a persistent online world running. I also actively use AI tools as part of my development workflow.
Full profile on LinkedIn →Experience
Senior Game Engineer
—Insane Game StudiosCurrentBackend-focused developer on Profane, a Sandbox MMORPG in active playtesting. Works in a C# server environment with a Unity headless physics worker, ENet transport, and a fully custom messaging protocol. Worked on alot of systems over the time, like the network interest system, combat, loot tables, items, state synchronization, weather, player commands, and Unity editor tooling.
Lead Game Engineer
—Insane Game Studios2023 - 2026Led the game engineering team on Profane. Architected backend systems across networking, game logic, and tooling (combat, inventory, state synchronization, and world persistence). Responsible for code review, technical direction, and cross-team coordination. Also handled people management: regular 1:1s, individual development programs in partnership with HR, and technical interviews.
Web Systems Developer
—Previous experienceBuilt web-based information systems, custom dashboards, REST API integrations, and WordPress solutions using PHP and SQL. Managed operations and support.
Skills
Game Development
My core area. I build authoritative server-side game systems in C# on Unity, covering networking layers (ENet, custom protocols), interest management, state synchronization, combat, loot, and editor tooling. I also use Godot for personal projects, exploring its node architecture and lightweight runtime.
Projects
Profane
A player-driven Sandbox MMORPG set in a sword & sorcery world. Features open building, territory control, skill-based action combat with WASD + mouse aiming, full PvP with full loot, and a proficiency-based progression system.
profanemmo.com →InfernoMUD
A CircleMUD-based Multi-User Dungeon with over 20 years online. The player base is composed mostly of users with visual disabilities who rely on screen readers to play.
inferno3.com.br →Project: Survivor
A Vampire Survivors-style game built in Godot with C#, with a multiplayer design focus: spells from different players can interact, combining, bouncing, and chaining to create emergent combat combos. Built to learn Godot's node architecture and explore cooperative spell design.
Project: Souls
A UI-only mobile game inspired by Spirit Stones. Players match groups of same-colored souls (alongside powerups) to generate attacks in a round-based system where enemies strike back every few rounds. No game world: all interaction is pure UI, making layout and tactile feel the central design challenge.
Games Played
Games aren't just work. They're what got me here. These are the worlds that shaped how I think about design, systems, and player experience. Working on them professionally is a dream come true. These are a few of my favorites.
and also, my cat
Having a website is a great excuse for hosting pictures of cats!
Meet Pandora.
Contact
Made with care · Built with Next.js & Tailwind · Last updated in May 2026