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Jénilson Martins Da Silva

I am a Technical Game Designer who likes to get his hands dirty in-engine making prototypes or systems ready for release. I have experience with player abilities, cameras, and other systems for fast-paced, character action games. I have worked in both Unreal Engine using Blueprints and Godot using GDScript (object-oriented scripting language).

After an internship at Vertigo Games and graduating from Breda University of Applied Sciences, I am looking for a job as a Game/Technical Designer.​

Boy wearing VR Goggles

Unannounced Project | Vertigo Games

During my final semester at BUAS, I've been working as a Feature Design Intern at Vertigo Games who created the award winning, AAA VR game - Metro: Awakening. During this internship, I contributed to an unannounced VR project for a single player, story-driven, action adventure game using Unreal Engine 5.

Role: Feature Design Intern

Duration: 20 Weeks 

Team: 50+ developers

Genre: VR Action-Adventure

Responsibilities:

  • Owned multiple game features during pre-production & production.

  • Assisted the principal designer with the development of core puzzle features.

  • Designed demo puzzle rooms to showcase the possibilites of the feature.

  • Designed and prototyped collectable items the player can interact with.

  • Collaborated with programmers & artists to deliver quality features.

  • Designed and prototyped hazards that test the player's skills.

monochrome_level.jpg

Job Hunt | Available on Itch.io

Job Hunt is a wave-based arena shooter I developed in Godot, where the player gets to knock enemies around by tackling, juggling and bouncing them against the walls. The player tries to survive for as long as possible by killing enemies with their arsenal or by knocking them out of the arena.

Role: Technical Designer 

Duration: 20 Weeks 

Team: Solo development

Genre: Arena FPS

Responsibilities:

  • Designed and implemented the 3Cs, including weapons.

  • Scripted a re-usable state machine to design enemy AI behaviour.

  • Scripted a wave spawner and encounter manager to control the game's pacing.

  • Developed 3 enemy types for challenging combat scenarios.

  • Documented my game design and engine work to maintain the knowledge.

  • Developed the audio for satisfying gameplay effects.

Shred Off | Released on Steam

In this 3rd-person action, snowboarding shooter made in Unreal Engine 5.3, 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 Designer 

Duration: 32 Weeks 

Team: 12 Developers

Genre: Snowboard Shooter 

Responsibilities:

  • Prototype systems for the game's concept. 

  • Design and implement a Trick system that ties into the combat.

  • Design and implement a scoring system that tracks the player's total score and combo score.

  • Document the game's direction with frameworks like design pillars & game loops.

  • Collaborated with outsourced artists for game assets.

  • Write feature documents that outline the functionality and intended experience.

Pango | Released on Itch.io

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.

The Game Tastings nomination plaque.

Role: Technical Designer 

Duration: 12 Weeks 

Team: 17 Developers

Genre: 3D Platformer

Responsibilities:

  • Designed and developed Camera Systems to improve character feel.

  • Designed and implemented the Ground Pound mechanic for a diverse moveset.

  • Implement Audio systems.

  • Concepted 3C mechanics in collaboration with others.

  • Write & manage a Game Design Overview.

  • Oversee the QA processes and review the build quality.

Screenshot from Pango, a project found on my itch page.
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