Software Engineer
Full-stack applications, APIs, data, testing, and maintainable architecture.
View role pathAbout
I am a Computer Science & Engineering graduate and Game Design Master’s student based in Portugal.
My work moves between client-server software, gameplay systems, development tools, AI and navigation, balance, and interactive design. The context changes, but the core practice stays consistent: model the system, implement it clearly, test it with people or data, and deliver something functional.

Background
The BSc provided the base for programming, architecture, databases, and structured problem solving. Unity projects then made those skills visible through gameplay loops, editor workflows, navigation logic, persistence, and released builds.
The Master’s in Game Design adds systems design, narrative work, playtesting, and data-informed balance. It also created multidisciplinary team contexts: a narrative project, critical-game work, and game jams with specialised roles and fixed deadlines.
ICT teaching and school IT support strengthened a different part of the same profile: explaining technical ideas, diagnosing practical problems, and supporting users with different levels of confidence.
Current target roles
Each path highlights the most relevant projects while drawing on the same technical foundation and team experience.
Full-stack applications, APIs, data, testing, and maintainable architecture.
View role pathGameplay systems, tools, balance, progression, prototyping, and playtesting.
View role pathC#, gameplay implementation, enemy AI, persistence, tools, and playable builds.
View role pathEducation & experience
Current research focuses on game balance, gameplay data, patch changes, and player behaviour.
Technical foundation in programming, software architecture, databases, and problem solving.
Teach programming fundamentals and digital literacy while providing classroom hardware and software troubleshooting.
Publication & current research
Research using Dungeon Wipe to examine power-up distribution as an indirect Dynamic Difficulty Adjustment approach.
Read the Springer chapter (opens in a new tab)Ongoing analysis of gameplay data, patch changes, balance, player behaviour, and statistical methods for data-informed design decisions.
Details