Jénilson Martins Da Silva
I'm a Game Designer who gets their hands dirty in-engine. I have experience with player abilities, cameras and other systems for released projects in Unreal Engine using visual scripting. I love working on character-action games where players' dexterity and skill are actively challenged.
Currently studying at Breda University of Applied Sciences, Looking for an internship in the 2024/2025 academic year
Pango
Pango is a 3D skill-based platformer made in Unreal Engine 5.1 where you play as an android pangolin where you can roll around in levels at high speed & do classic platforming. I worked on character abilities and camera systems using blueprints and project management in this student project.
Role: Technical Game Designer
Development Time: 8 Weeks
Responsibilities:
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Designed a High-level overview of the 3Cs.
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Designed and developed Camera Systems to improve character feel.
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Designed and implemented the Ground Pound mechanic for a more complex moveset.
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Implement Audio systems.
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Write & manage a Game Design Overview.
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Coach the team to follow Scrum processes.
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Oversee the QA processes and review the build quality.
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Make trailers for Marketing.
Crash Bandicoot 3Cs Remake
Created with a Pre-Production mindset in Unreal Engine 5.1, I reversed engineered the character controller and Camera from the "Crash Bandicoot N'sane trilogy" and developed a demo level for a 3D platformer to prove how simple it is to work with the in-engine features created.
Role: Technical Designer
Development Time: 8 Weeks
Responsibilities:
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Implement the full character behaviour using blueprints.
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Made a "drag & drop" Camera system that is easy to use.
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Refine metrics and user experience through playtests.
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Made attack hitboxes that are paired with animations.
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Create production-ready feature documentation.
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Documented engine research and approach.
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Address workflow issues based on developer feedback.
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Resolve technical problems using research and new engine tech.
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Implement character animations via IK Retargeting.
Quake Map - Interdimensional Castle
This is a single-player Quake map I made in Trenchbroom, set in a gothic-inspired castle. This was created to be an engaging 3D playspace where a player gets immersed into a Lovecraftian level through FPS combat.
Role: Level Designer
Development Time: 8 weeks
Responsibilities:
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Ensure level accessibility, understanding, and appropriate difficulty.
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Document and iterate playtest results weekly.
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Prototype the level in a Gym Level.
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Develop level design concepts with diagrams.
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Design gameplay spaces that optimize game mechanics and features.
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Integrate Quake gameplay elements post-blockout.
Shred Off | In Development
In this 3rd-person action, snowboarding shooter made in UE5, the player performs stylish tricks in the Alaskan mountains while gunning down enemies. Shred down the mountain on your snowboard to get a high score while competing against your friends!
Role: Technical Game Designer
Projected Development Time: ~32 weeks
Responsibilities:
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Prototype systems for the game's concept.
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Design and implement a Trick system that ties into the combat.
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Design and develop a scoring system that tracks the player's total score and combo score.
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Write feature documents that outline the functionality and intended experience.
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Document the game's direction with frameworks like design pillars & game loops.
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Presenting the project in front of large audiences during progress updates.
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Collaborate with outsourced artists for game assets.
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Lead scrum rituals and other artefacts of production.
About me
I'm a student at Breda University of Applied Sciences, passionately pursuing "Game Design & Production" due to my love for games. Fueled by my enthusiasm for video games, I dedicate myself to learning about the process and how to build experiences that have a lasting impression on the player.
As a designer, I enjoy creating gameplay experiences, testing them, and gathering direct feedback from players to enhance the system. I have strong presentation skills and can effectively communicate ideas to large audiences. My well-structured documentation provides clear information about features and research. Above all, I'm dedicated to learning and expanding my knowledge of the industry and game development, hungry for feedback and ways I can improve myself and the features I'm building.
Besides a passion for video games, I enjoy listening to music ranging from hip-hop to Drum and Bass, watching anime, going to concerts and being around friends as an extrovert. When I'm at home, I enjoy reading detective/mystery books as well as books about design.
Skills
Soft Skills
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Cross-Discipline Communication
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Public Speaking
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Leadership
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Adaptability
Hard Skills
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Camera Systems
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Player Abilities
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Visual Scripting (Blueprints)
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Design Documentation
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Rapid Prototyping
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Research & Analysis
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Playtest & Iteration
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Source Control (P4V)
Software
Unreal Engine
Miro
Krita
Perforce
Office 365
Trello
Jira
Davinci Resolve