I co-founded Preloud when there were almost no studios in Brazil at the time, so we figured it out as we went, shipping multiple titles for PC, and consoles. I led creatively at first, then moved into publisher relationships and business development as the work demanded it.
At Playlore, I helped turn a co-dev art shop into a full studio. We shipped the first real-time 3D sports game on social networks, and later, a 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 plant their presence in LATAM. I was their first Brazilian hire. That tenure ended with an 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. Developer relations done well is a form of production. You're managing a project that just happens to be someone else's game.
These days I'm spending more time building again. LLM-assisted workflows have changed what one person can get done, and it's pulled me back toward what I liked most in the first place.
I was made in Recife, Brazil. I'm currently in São Paulo, Brazil, and I'm open to what's next.