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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:

  • Designed a High-level overview of the 3Cs.

  • Designed and developed Camera Systems to improve character feel.

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

  • Implement Audio systems.

  • Write & manage a Game Design Overview.

  • Coach the team to follow Scrum processes. 

  • Oversee the QA processes and review the build quality.

  • 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:

  • Implement the full character behaviour using blueprints.

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

  • Refine metrics and user experience through playtests.

  • Made attack hitboxes that are paired with animations.

  • Create production-ready feature documentation.

  • Documented engine research and approach.

  • Address workflow issues based on developer feedback.

  • Resolve technical problems using research and new engine tech.

  • 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:

  • Ensure level accessibility, understanding, and appropriate difficulty.

  • Document and iterate playtest results weekly.

  • Prototype the level in a Gym Level.

  • Develop level design concepts with diagrams.

  • Design gameplay spaces that optimize game mechanics and features.

  • Integrate Quake gameplay elements post-blockout.

ShredOffheader.jpg

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:

  • Prototype systems for the game's concept. 

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

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

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

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

  • Presenting the project in front of large audiences during progress updates.

  • Collaborate with outsourced artists for game assets.

  • Lead scrum rituals and other artefacts of production.

Promotional Material for the game Shred Off.
Screenshot from Pango, a project found on my itch page.

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

  • Cross-Discipline Communication

  • Public Speaking

  • Leadership

  • Adaptability

Hard Skills

  • Camera Systems

  • Player Abilities

  • Visual Scripting (Blueprints)

  • Design Documentation

  • Rapid Prototyping

  • Research & Analysis

  • Playtest & Iteration

  • Source Control (P4V)

Software

Unreal Engine 5 Icon

Unreal Engine

Miro (Collaborative Whiteboard) Icon

Miro

Unreal Engine 5 Icon

Krita

Unreal Engine 5 Icon

Perforce

Office 365 logo

Office 365

trello-icon-gradient-blue_2x.png

Trello

Atlassian's Jira (Project Management) icon

Jira

Davinci Resolve (video editing) logo

Davinci Resolve

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