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This is the first part of a modular video I made for Amtore Tecnologia to introduce prospective clients to their company and portfolio of projects.
The video was made using Adobe Premiere Pro and After Effects
There are three versions, one in english, one in portuguese and one in spanish. The portuguese version was voiced by a professional and I was involved in every step of the production, from recording the lines in a studio to editing the audio. The english and spanish versions were voiced by AI.
After getting the audio set up I got together with Amtore's Director and we chose pictures and videos to make up each modular block of the final video.
The blocks each have a theme, the first one, which you can find on the begining of this post, is an introduction to the company. The next 8 blocks are each about a specific project Amtore has participated in, and the final block is a conclusion to the video talking about the company's values.
I used after effects to add motion and text for an easier understanding of the content in the video.
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Website design for Amtore Tecnologia
Using Adobe XD I created a prototype for Amtore's new website. The picture above is the home page. I also made an About page
Several pages for each type of service they provide with their portfolio of past projects
As well as a page to contact the company
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Social media post for vitayummy
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Vitayummy instagram post
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Instagram post for Vitayummy
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Reels for a musician’s instagram. I created all posters and made the video. Music is by Vini Vercillo Clips at the end are from his music video.
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Instagram posts on feed and stories calling fans to watch Vini Vercillo’s newest music video
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Instagram feed and stories ad for a hair vitamin company
made in illustrator
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Thumbnail for youtube music video
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Germinação Pandêmica: browser game coded in JS
This project was done under the guidance of the professor Jan K. S. It was the final project for his "Concepts of technology" course. I worked with Guilherme Bizzo coding this game using Javascript. We wrote it entirely on the Repl.it website. Aside from coding, I also came up with the game mechanics, context and illustrations.
We worked on different parts of the code, but we both worked on all three languages(HTML,CSS and Javascript)
The game is set on a house where the player is trying to stay alive by killing germ monsters with a spray bottle full of alcohol.
This is a screenshot of the game in action. You control the character with the WASD keys and shoot at the mosnters with the left button of the mouse.There are three types of monsters: green ones who have one life, blue ones who have two lives, and yellow ones who not only have two lives, but also follow you along the map. While the monsters are spawning they show up as little worms coming out of the ground. While in that form they can't be hurt nor can they hurt the player. There are also two items that spawn: alcohol bottles that give you ammo and masks that give you extra lives.
After you loose your three lives the game ends. It's a survival game where the goal is to stay alive as long as possible to get the highest score.
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Game design and concept: Omoide
Omoide is a narrative game whose progression is intrinsically connected to decisions made by the player. It’s genre is a mix of RPG and Visual Novel. The protagonist wakes up in an unknown world with no memory of their own appearance or name. The world is a representation of the protagonists subconscious where they will find different aspects of their psyche. As they proceed through the world they will encounter memories which is what the game levels are called. As they relive those memories the protagonist acquires more and more monsters that start living in this strange world. The monsters represent the choices that the player made throughout the memories. Each memory has at least two different endings that are based on the choices the player made throughout it. All the different endings of each memory add up to form the game’s real ending. The protagonist is an unrecognizable being up until the final ending of the game when they remember who they are. There are over 25 different endings with different stories, monsters and protagonists. In this project we began as a group of 4. Klarissa was assigned the concept and general artist, Jorge was the game designer and Pedro would work on the narrative and general development with me. I was the project manager and game designer. Within the first month the group had a conflict of interests and we decided to separate into smaller groups. I decided to work on the project alone and develop my original idea of the game. Even though our time as a group was short I still learned a lot about managing different people and creating deadlines for each area of development as well as using tools like gantt and trello. As a solo designer i had to decide what was truly essential for the game’s production manual as I wouldn’t have enough time to work on everything. I decided to work on the game’s core mechanics and concept.
This is a flowchart that explains how the narrative works in this game. While each memory has at least two routes, they don’t fully affect how the story progresses until the end. The endings are decided based on the combination of all different memory endings chosen by the player. So if the player were to choose ending one on memory one and ending two on memory two the final ending would be different from if they had chosen ending two to memory one and ending one to memory two.
In omoide there are two game modes: the Main world and the Memories. The main world is an RPG style world where the player can move freely throughout the map. The map is linear and leads to memories that the player must interact with to continue on with the story. There are many “rooms” but only one “hallway” so that the player can feel free to explore but still ends up following the main storyline. The map has locked areas which ensure that the player has been through all the memories left in the area before they can progress with the story.The memories are visual novel style levels that tell the story of the protagonist. They set up a scenario where the player has two options of actions to take. Each choice grants the player a different key item and monster. The monster then follows the player through the main world until the end of the game.Key items are used to open the locked areas that were mentioned earlier. As the player reaches one of those they will encounter an obstacle-monster. The key item is then used to interact with the monster and open the locked area. It is important to mention that the key item received changes the interaction the player will have with the monster. For example, if the key item is a cake then the protagonist will have a peaceful interaction with the monster, feeding it the cake. That will make the monster move and therefore expose a passage to the new area. But if the key item received is, for example, a knife then the protagonist will try to kill the monster to gain access to the passage.This interaction is an unskippable animation. I wanted to design this as a response to the players actions and choices in the memories, so that if you choose to be violent then you will have to face the consequences of making a violent protagonist. The key item received is correlated to the action chosen in the most recent memory played. There are three types of monsters in the game: Obstacle monsters, Trophy monsters and secondary monsters. Obstacle monsters have been mentioned above, they guard passage to locked areas and can only be “fought” after the player has collected the key item from the latest available memory. Trophy monsters are acquired after the player finishes a memory. Each memory ending grants a different trophy monster. They follow the protagonist around and have specific personalities. Trophy monsters and key items are collectables and in the end of the game the player can check how many of each he has encountered in all of their playthroughs. I find this an interesting addition that helps increase the games replayability. Secondary monsters are the Main world’s population. The number of them increase as the protagonist remembers more of their past.
Sprite sheet of Paranoia, the trophy monster
Paranoia is one of the trophy monsters that accompanies the protagonist through the Main world. The protagonist can never see Paranoia since the monster is always right behind their head. This is a colored sprite of the Paranoia monster drawn by me. Original concept art was designed by Connor Gibb. The class I did this project for demanded a production manual as the final documentation of the project. I decided to only focus on one memory so I could thoroughly explain how to replicate the UI and the narrative mechanics for the other stages of the game. I found that the best way to do that would be by writing and drawing a storyboard of the stage. That would also help me understand how much would be spent on art assets each stage, as budgeting the project was also part of this classes documentation requirements. I drew the storyboard and combined it with the wireframes of each screen so i could have a good idea of how the memory would flow for the player.
Storyboard of the decision point in memory 1 and their respective endings
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Streamer visual identity project
I dipped my feet into streaming on Twitch.tv in 2021 and created some graphics to make an identity for myself on the site.
I decided on a windowsXP theme since it was my natural habitat growing up. I always spent as much time as I could on the computer which, at the time, was running on windowsXP.
I started by making a Stating Soon screen on illustrator where I made a fake windows logo with pastel colors and the loading bar which is based on the original windowsXP loading screen
I switched out the “Windows” for my twitch username and the “XP” for “Live”. I also added “Starting Soon” under it.
I later animated the loading bar on after effects making a looping animation.
With the Starting Soon screen done I moved on to make my Just Chatting screen, where I would have my camera ocupping most of the screen. I used a screenshot of the windowsXP desktop and added a pop up window on top where I would have my video feed inside.
And to top it off, I made an Offline screen using the windowsXP “Shutting down” screen. I used the same asset from the starting soon screen but switched out the “Live” for “not live” and added “is offline”. This screen shows up on my channed when my feed is offline.
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All the way down.
2D animation I made on Clip studio paint + after effects
This piece exposes the feeling of hopelessness that I gathered after a whole year of isolation due to the pandemic. I use this humanoid creature and bend him to express the weight of my anxieties as he moves throughout the animation.
The original storyboard included an ending where, after sliding down the hole, the creature would turn into a small frog in a beautiful natural scenario, to represent the escapism that I would turn to when the negativity got too much to handle.
Conceptualized, drawn and animated by me.
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