Paulo Souza

Paulo Souza

Game Development

  • Studio Leadership
  • Developer Relations
  • Account Management
  • Business Development
São Paulo, Brazil
CONTACT ME ↓

Hey, I'm Paulo.

I spent 11 years at Epic Games, building developer relations across Latin America, driving engine licensing in business development, and managing technical strategy for top AAA studios as Technical Account Manager.

Earlier, I co-founded Preloud Studios and served as studio head at Playlore Gameworks, shipping commercial titles across PC, consoles, and mobile.

I'm in São Paulo now, building tools and game systems, and looking for what's next.

A bit more about me ↓
Work
Epic Games 2015 — 2026 · Brazil + Canada
  1. 2024 — 2026

    Technical Account Manager

    Scope
    Technical strategy and account health for a portfolio of top North American partners: WB Games, Sony Interactive Entertainment, Crystal Dynamics, and Eidos.
    Did
    Led recurring technical reviews with studio tech directors at the VP level, drove project on-sites, tracked engine adoption, and surfaced platform friction to Unreal Engine product and engineering teams.
    Result
    Directly supported partner studios in successfully shipping 4 major titles and hitting target performance benchmarks.
    Domain
    • Account Management
    • Developer Relations
    • Unreal Engine
    • AAA Studios
    • Technical Strategy
  2. 2022 — 2024

    Business Development Manager

    Scope
    Business development across top North American game studios, including Crystal Dynamics, Avalanche Studios, and Norsfell.
    Did
    Built executive relationships, led licensing and royalty negotiations, and aligned technical strategy between studios and engine leadership.
    Result
    $10M+ in revenue within 18 months ($8M+ in new engine licenses, $1.5M in recovered royalties).
    Domain
    • Business Development
    • Account Management
    • Deal Closing
    • Unreal Engine
  3. 2015 — 2022

    Tech Evangelist + LATAM Lead

    Scope
    Epic's Latin America developer relations function from the ground up, identifying target studios, driving engine adoption, and leading regional enablement.
    Did
    Built and led a regional team, ran hands-on technical workshops, led development of the official ActionRPG sample project, and produced technical talks and tutorials for Epic's global channels.
    Result
    Converted 80% of top LATAM studios to Unreal Engine. ActionRPG became one of UE's most downloaded sample projects, and educational content accumulated over 1.7M YouTube views.
    Domain
    • LATAM
    • Developer Relations
    • Technical Marketing
    • Business Development
    • Unreal Engine
    • Team Leadership
    • Content Production
Playlore Gameworks 2007 — 2014 · Producer + Studio Head · Brazil
Scope
Rebuilt a co-development art shop into a 50-person full-cycle game development and live-service studio.
Did
Managed production managers and tech leads across three online titles, partnered with analytics on product/GTM strategy, and helped secure $4M+ in funding across multiple rounds.
Result
Shipped three online titles with live-service operations, including the first real-time 3D sports game on social platforms and an acclaimed mobile game featured on the App Store in over 100 countries.
Domain
  • Studio Leadership
  • Production
  • Live Service
  • Fundraising
  • Mobile
  • Team Management
Preloud Studios 2001 — 2007 · Co-Founder · Brazil
Scope
Bootstrapped independent game studio developing commercial titles for global publishers.
Did
Set studio strategy, led publisher business development, and directed hands-on game design, programming (C++), and production across every project.
Result
Shipped 8 commercial games across PC and consoles without external funding.
Domain
  • Founder
  • Game Design
  • Business Development
  • Production
  • C++
  • Consoles
Featured Work
Volumetric Navigation System Active · Personal

An extension to Unreal Engine's navigation framework providing true 3D volumetric pathfinding for flying entities that navigate open space rather than walkable surfaces. Architected and built using agentic LLM workflows as core engineering partners.

In active development; technical writeup in progress.

  • Unreal Engine
  • C++
  • Navigation
  • Game AI
  • Agentic Workflow
Composable Mesh Authoring Plugin Active · Personal

A non-destructive, stack-based procedural mesh authoring system for Unreal Engine 5. Each actor pairs a parametric generator (Box, Cylinder, Ramp, SplineWall) with an ordered list of modifiers, bringing Blender-style procedural modeling directly into the UE5 viewport with interactive drag handles.

Built with Geometry Script to author level geometry without round-tripping to external DCC tools, architected end-to-end via agentic C++ development workflows.

Replaced a Blueprint prototype with a typed C++ pipeline in a few days.

  • Unreal Engine
  • C++
  • Geometry Script
  • Agentic Workflow
UE5 Vehicle Template 2022 · Epic Games

The official Vehicle Template shipped with Unreal Engine 5.0, built from scratch.

Two fully drivable vehicle types (sports car and off-road), each with double wishbone suspension feedback via Control Rig, Chaos Vehicle physics tuned for distinct handling profiles, Enhanced Input integration, and a UMG HUD.

Epic artists supplied the vehicle meshes; all physics configuration, Control Rig suspension, input mapping, and UMG UI were my work.

Ships with every Unreal Engine 5 installation as the default vehicle starting point.

  • Unreal Engine
  • Chaos Physics
  • Control Rig
  • Enhanced Input
  • Blueprints
  • UMG
ActionRPG Sample 2018 · Epic Games

An official Epic Games reference project built to demonstrate production-ready architecture on UE4 for high-end mobile (iOS/Android), PC, and consoles.

Led development across the core combat loop: integrated the Gameplay Ability System (GAS) with custom attribute sets and gameplay effects, converted Blueprint prototypes to high-performance C++, built enemy Behavior Trees, and implemented the dynamic UMG inventory and C++ save system.

One of the most downloaded Unreal Engine samples ever released.

  • Unreal Engine
  • C++
  • Blueprints
  • Gameplay Ability System
  • Behavior Trees
  • Mobile
Neeon 2014 · Independent

An iOS puzzle game built in raw C++ and Objective-C without a third-party engine. Players swipe a light block through 300+ pathfinding levels across Classic and Time-Attack modes. Co-designed the mechanics and implemented the custom rendering, UI, and achievement systems.

Shipped on the App Store in 2014.

  • C++
  • iOS
  • Game Design
  • Puzzle
Downfall: Clash of Factions 2013 · Playlore

A free-to-play mobile strategy MMO for iOS: modern military theater, 20+ unit types, faction system, real-time alliance coordination, and cross-player raids. Led the studio of ~50 through full production in under a year, concept through launch and post-launch live service.

Featured on the App Store in over 100 countries and during the iPad 3 launch as the first online game with full Retina display support.

  • iOS
  • Mobile
  • Strategy MMO
  • Live Service
  • Production
Speaking

1.7M Total views across all content

  • Live coding session building a stealth-game enemy AI from scratch: Behavior Trees, Blackboard, AI Perception, and EQS. Became the industry reference talk for teaching AI for games in Unreal Engine.

    • Unreal Engine
    • AI
    • Perception System
    • Behavior Trees
    • EQS
  • Full pipeline for realistic outdoor scenes in UE4: Landmass Blueprint brushes for non-destructive terrain sculpting, Runtime Virtual Textures for water-edge wetness across all scene materials, and procedural foliage placement at landscape scale.

    • Unreal Engine
    • Landscape
    • Procedural Foliage
  • Technical deep-dive into Lumen's architecture: how real-time multi-bounce global illumination works under the hood and how Lumen unifies lighting with reflections. Produced with the Lumen engineering team during UE5 Early Access.

    • Unreal Engine
    • Lumen
    • Global Illumination
    • Rendering
  • IGN's UE5 launch series, Episode 2. Appeared alongside Lumen's author as Epic's developer relations spokesperson, explaining real-time global illumination for a general audience.

    • Unreal Engine
    • Lumen
    • Global Illumination
    • Press
    • IGN
  • State of Unreal 2022. Full pipeline for wheeled vehicles in UE5: Blender mesh prep, Physics Asset setup, Control Rig suspension, and handling tuning.

    • Unreal Engine
    • Chaos Physics
    • Control Rig
    • Animation Blueprint
  • Unreal Indie Dev Days 2019. CPU and GPU performance deep-dive covering the game / draw / GPU thread pipeline, focused on transferable mental models, not command lists.

    • Unreal Engine
    • Performance
    • Profiling
    • CPU
    • GPU
About

I love to build things. That's what drives me, and it's where I'm happiest. It started with modding Quake, Half-Life, and Unreal maps for LAN parties, which led to co-founding my first studio in the late 90s.

I co-founded Preloud when there were almost no studios in Brazil, figuring it out as we went and shipping titles for PC and consoles. I led creatively at first, then stepped into publisher relationships and business development as the studio grew.

I co-founded Preloud when there were almost no studios in Brazil, figuring it out as we went and shipping titles for PC and consoles. I led creatively at first, then stepped into publisher relationships and business development as the studio grew.

At Playlore, I helped transform a co-dev art team into a full game studio, shipping the first real-time 3D sports game on social networks and an acclaimed mobile game featured on the App Store in over 100 countries.

Epic approached me after that. Unreal Engine 4 had just gone free and they wanted someone to establish their presence in LATAM. I was their first Brazilian hire, and that tenure ended with a studio acquisition and the opening of Epic's first office on the continent.

The work I cared about most across those years was being genuinely useful to studios: getting Unreal running right for a team in Brazil, closing a deal that funded someone's next project, or knowing a AAA studio's codebase well enough to actually help.

These days I'm spending more time building again. LLM-assisted workflows have changed what one person can get done, pulling me back toward what I loved most in the first place.

I was made in Recife, Brazil. I'm currently based in São Paulo, and open to what's next.

Contact
Email
paulo.souza > me.com
LinkedIn
linkedin.com/in/parsouza
Currently
São Paulo, Brazil
Made in
Recife, Brazil