
Jénilson Martins Da Silva
Looking for work as a Game / Technical Designer.
I am a versatile, Technical Game Designer who interned at a AAA studio, making prototypes and features in Unreal Engine using blueprints. I can rapidly prototype while collaborating with artists and sound designers for a user-centred approach in the early stages.
I have experience with player abilities, cameras, and other systems for action-adventure games. Through personal projects, I have also gained experience in Godot using GDScript (object-oriented scripting language.


Unannounced Project | Vertigo Games
During my final semester at BUAS, I worked as a Technical Design Intern at Vertigo Games, which created the award-winning, AAA project - 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: Game Design Intern
Duration: 5 months
Team: 50+ developers
Genre: VR Action-Adventure
Responsibilities:
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Owned multiple game features during pre-production & production.
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Assisted the principal designer with the development of core puzzle features.
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Created prototypes that Level Designers used in blockouts for Vertical Slice.
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Designed and prototyped collectable items the player can interact with.
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Collaborated with programmers & artists to deliver quality features.
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Designed and prototyped hazards that test the player's skills.

Job Hunt | Available on Itch.io
Job Hunt is a wave-based, first-person, 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: Game Designer
Duration: 20 Weeks
Team: Solo dev
Genre: Arena Shooter
Responsibilities:
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Designed and implemented the 3Cs, including weapons.
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Scripted a re-usable state machine to design enemy AI behaviour.
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Scripted a wave spawner and encounter manager to control the game's pacing.
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Designed 3 enemy types for challenging combat scenarios.
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Documented my game design and engine work to maintain the knowledge.
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Developed the audio for a satisfying game feel and impactful attacks.


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! Over 4000 players and Mostly Positive on Steam!
Role: Game Designer
Duration: 32 Weeks
Team: 12 Developers
Genre: Snowboard Shooter
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 implement a scoring system that tracks the player's total score and combo score.
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Document the game's direction with frameworks like design pillars & game loops.
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Collaborated with outsourced artists for game assets.
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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
Duration: 12 Weeks
Team: 17 Developers
Genre: 3D Platformer
Responsibilities:
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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 diverse moveset.
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Implement Audio systems.
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Concepted 3C mechanics in collaboration with others.
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Write & manage a Game Design Overview.
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Oversee the QA processes and review the build quality.

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