top of page

Jénilson Martins Da Silva

I am a 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 in Unreal Engine using visual scripting (blueprints). I am currently working in Godot making an 1st-person arena shooter

Currently studying at Breda University of Applied Sciences.
I will soon be starting a Design internship at Vertigo Games!

DSC01357_DGD2024_foto_Arno_Landsbergen (1)_edited_edited.jpg
ShredOffheader.jpg

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: Game Designer

Development Time: 32 weeks 

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.

  • Collaborate 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.

Role: Game Designer 

Development Time: 8 Weeks 

Responsibilities:

  • Designed and developed Camera Systems to improve character feel.

  • Designed and implemented the Ground Pound mechanic for a more complex 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.

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:

  • Implement character behaviour using Blueprints.

  • Made a "drag & drop" Camera system that is easy to use.

  • Refine metrics and user experience through playtests.

  • Address pipeline issues based on feedback.

  • Made attack hitboxes that are paired with animations.

  • Create production-ready feature/engine documentation.

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