PORTFOLIO

Works for games

Composição e sound design

Atha: In search of the well

Atha, in search of the well, was a game I was fortunate enough to participate in and very proud to create. It's the story of a bantam rooster and his bee friend who go to rescue chicks that are lost in the forest.

It's a game with a Northeastern Brazilian theme, so the music I created aimed to explore the richness of that culture and the essence of the region.

I worked on creating the sound design, crafting the entire forest atmosphere, as can be seen in the YouTube video to the side.

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Atha and the caracara

Forest

Village of the freed birds

The library

Run from the fire!

Layer Cat

Layer Cat was a game I developed while participating in a 48-hour Game Jam organized by 012 Games . The theme of the JAM was "Layers".

The game is a metaphor for a cat that loses its sight of the world's beauty, losing colors and outlines, and it must face an internal challenge to regain what it has lost.

I worked on creating the sound design, bringing something more cartoonish, in parallel with a denser, more emotional and introspective music as a contrast. See the video on YouTube next to this text.

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Layer Cat

A world without layers

The stone we carry

The colors came back

From afterglow to twilight

From Afterglow to Twilight was a game developed for the Brakeys JAM game jam. It tells the story of an adventurer who is stranded on an island after his airship malfunctions, and now he must explore the place to find the parts of his airship.

I composed the soundtrack with a tone of adventure and exploration in mind, exploring orchestration and the use of synthesis. I also created the sound design, as shown in the YouTube video to the side.

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From afterglow to twilight

The day

The night

Quantum cat

Quantum Cat was a game developed for the Brakeys JAM game jam. It tells the story of a cat that travels between the real world and the quantum world and needs to use these powers to get back home.

I composed the soundtrack with a melancholic tone in mind, with nuances that highlight the real world of quantum physics, also applied to the sound design, which I also worked on, to represent both worlds. See the gameplay in the YouTube video next to this text.

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Quantum cat

Normal world

Quantum world

Slime time

Slime Time was a game developed for the Jamley Game Jam in collaboration with the studio Iron Feather. It tells the story of a slime who wants revenge on his parents and his city by triggering an atomic bomb.

The idea behind the music and sound design was to create a comedic, sitcom-like atmosphere. Check out the gameplay in the YouTube video to the side.

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Slime time

Not clownin around

Not clownin around was a game developed for the Bad Ideas Game Jam in collaboration with the studio Iron Feather. It tells the story of a circus clown who snaps after not receiving his salary and confronts his boss aggressively.

The music was conceived as a distorted version, with a touch of heavy metal and orchestration, of a typical aggressive circus song, to illustrate the clown's troubled mind. The sound design was conceived to bring a cartoonish and playful aspect that contrasts with the soundtrack to evoke the clown's madness. See the gameplay in the YouTube video to the side.

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The broken mind of a clown

Clown time

Reckoning

My little cults

My Little Cults was a game developed for the Gamedev.js Game Jam. It's a game about maintaining balance between two cults, where one cannot have more cultists than the other, otherwise the world collapses.

This game has two worlds, the normal world and the inverted world. Therefore, the music was designed so that in the inverted world its sound would also be inverted, but without losing the main melody similar to the haunted house of an amusement park.

It features a varied sound design, with cultists making their voices, monsters appearing, items falling, and so on. Check out the gameplay in the YouTube video to the side.

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Cults in balance

Lily

Lily is a game I created, from programming and art to sounds and music. It tells the story of Lily, who must venture into the Astral World to find the Shadow and defeat it to expel it from that world.

It's a game with many songs, all orchestrated, and with unique sound effects that bring this universe to life. Check out the gameplay in the YouTube video to the side.

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Lily

Astral World

Shadow Minions

The cave and the abyss

The deep passage

The Shadow

Works for movies

Composição musical para curtas metragens que fiz quando participei do concurso da Indie Film Music Contest e do concurso Berlin International Film Scoring.

Twin sparks

It tells the story of a girl's relationship with a being of fire that is nothing more than her own personality, which she has to accept.

The idea behind the music was to construct excerpts that complemented the nuances of the entire scene, since there are several small moments, leading up to its climax at the end of the short film.

Watch the work in the YouTube video to the side:

Take care

It tells the story of a man who, remembering his days as an athlete, seeks to improve his physical fitness, even in old age, and has a moving ending.

The idea behind the music was to reflect the different emotional states of the main character, as he goes through an internal drama that generates distinct reactions that drive the entire story.

Watch the work in the YouTube video to the side:

Agent 327

It tells the story of a clumsy secret agent investigating a suspicious case, but he doesn't suspect the enemy who is pursuing him.

The idea behind the music was to build tension on two levels: first, to illustrate the idea of ​​a "secret agent" when the character investigates, and then the confrontation he has with his enemy.

Watch the work in the YouTube video to the side:

Next flight home

It tells the story of a pigeon who, living a normal life in the city, finds great love.

A ideia da composição foi narrar a história trazendo uma música mais casual e tranquila para ambientar uma vida comum, que vai ganhando emoções diferentes a medida que o drama narrativo se desenvolve.

Watch the work in the YouTube video to the side:

Conceptual works

Trabalhos conceituais de música e sound design baseados ou em trabalhos existentes com uma releitura minha, ou apenas um briefing onde eu produzi uma ideia.

Ori and blind forest redesign

Ori and the Blind Forest is an acclaimed game from Moon Studio that tells the story of a forest elemental who must restore order and balance to his world, which is shrouded in darkness.

In this conceptual work, I recreated the soundtrack for a section of the game with my own interpretation, in addition to reinterpreting the entire sound design.

Watch the work in the YouTube video to the side:

Demo reel Sound Design

When I was taking the Sound Design course at EBAC, I did exercises redesigning clips from films.

In the video to the side, I offer a reinterpretation of short clips from the films Godzilla, The Lord of the Rings, and Fury.

Assista ao trabalho no vídeo do YouTube

Mirror and glass

Mirror and Glass was an exercise I did in the Game Audio 101 course at Berklee College of Music. It's a walking simulator whose theme is a metaphor for the human mind using the image of a mirror and glass.

This was my final course project where I had to do all the sound design and music and implement it with FMOD. I also wrote the game's text, narrated by the voice.

Assista ao trabalho no vídeo do YouTube

Música vertical

While taking Game Audio 101 at Berklee College of Music, I did a vertical music exercise where I created a dynamic system that added instrumental layers to the music based on the tension of the game scene.

The game used in this exercise was Zelda Breath of the Wild, and the following video shows the result of this work and the FMOD project implementing this application.

Assista ao trabalho no vídeo do YouTube

Sound Design e música horizontal

While taking Game Audio 101 at Berklee College of Music, I did a horizontal music and sound design exercise for a spy game.

The game was developed by Berklee itself as a teaching tool for students, and the following video is the result of that work.

Watch the work in the YouTube video to the side:

Gravity Heroes musical redesign

Gravity Heroes is a 2D platform shooter game developed by Studica Solutions and Electric Monkeys and distributed by PQube.

During the course I took in 2022 at the Game Audio Academy, I did an exercise recreating some music to illustrate the gameplay of the game Gravity Heroes, where I used an 80s aesthetic and the Mega Man saga as inspiration.

Assista ao trabalho no vídeo do YouTube

Chiptune Music

During a course I took in 2022 at the Game Audio Academy, I did an exercise to create the theme music for a fictional game based on the game's cover art. The game's name is Clovis Awakening, and it has a Legend of Zelda aesthetic.

I used the FamiTracker application to create this song, which generates NES (8-bit) tones.

Assista ao trabalho no vídeo do YouTube

Musical redesign of Super Hexagon

Super Hexagon is a hyper-casual game developed by Terry Cavanagh, a highly creative 2D infinity runner focused on dodging obstacles, perfectly synchronized with its distinctive music.

I did an exercise redesigning a song from this game into my own interpretation using chiptune through the Pixetracker app (8/16 bits).

Assista ao trabalho no vídeo do YouTube