Seeliefy was a game studio and tech solutions company that worked as a B2B hub for creative technology, with art, development, advertising and design under one roof. It made its own games and built games, VR and motion simulators, gamification and interactive brand experiences for clients. Brands and agencies in 10 countries turned to it for fast solutions on tight deadlines, including projects other studios could not deliver.
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Oversaw the creative and product vision, strategy and development of the studio's games and client projects
Owned the creative and product vision of the studio, deciding what it built and how, from its own games to custom projects for brands, global partners and international clients. Handled everything outside programming, from pitch decks, presentations and client briefs to investor meetings.
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Built and led the studio's team, from 2 people to teams of up to 10, directing client-side teams and mentoring designers and artists
Built the studio's team from 2 people to teams of up to 10 at its busiest moments, and led it across design, art, development and marketing. Directed the teams of partner and client companies on shared projects and mentored junior designers and artists.
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Secured funding through investors, tailored pitch decks, accelerator programs and public tenders
Secured the studio's funding and partnerships. Met investors, wrote pitch decks tailored to win specific partner companies, and shaped the marketing, communication and fundraising strategy. Took the studio through business accelerator programs and mentorships, and applied to public selections and tenders, including the Sampa Games program, with projects and prototypes built for them.
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Set the art direction and quality bar of every production, delivering polished, cohesive art across games and experiences
Set the art direction and the quality bar of every production, owning visual coherence, aesthetic quality, accessibility and game feel across games, simulators and experiences. Directed the post-processing and lighting behind the studio's look, designed complete UIs, from HUDs and menus to onboarding, progression and reward screens, and validated and implemented them in Unity with the developers.
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Delivered 15+ games and 30+ projects on PC, VR, mobile and the studio's own motion simulators
Led the delivery of 15+ games and 30+ projects for companies in Brazil and abroad, working as an outsourcing studio for high-profile brands such as Globo, SBT, Magalu, Nestlé, Rock in Rio, Lollapalooza, The Town and Big Brother Brasil, for companies such as Interlagos, Urbia, Movipar, Vettura, hōl, Cinema Nosso and Magnata among many lower-profile, well-funded clients, for global machinery brands like New Holland and Case, and for partner studios, alongside the studio's own titles, with projects delivered in 10 countries across the Americas, Europe and Asia. They ran on PC, VR, mobile and the studio's own physical motion simulators, plus software, apps and websites, across MOBA, RPG, kart racing, farm simulation, hyper-casual and educational games, animation, interactive event experiences, digital twins and virtual showrooms.
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Designed and art-directed an open-world farm RPG with 100K+ downloads and a 4.4★ rating on Google Play
Designed and art-directed Real Farm Simulator, an open-world mobile farm RPG with 100K+ downloads and a 4.4★ rating from 1,380 reviews on Google Play, overseeing a team of up to 5 across programming, 3D, development, design and marketing. Ran the playtests and betas that grew from 1,000 to 100,000 players, with weekly live ops. Set the creative direction of its systems, from machines, harvesting and livestock to fish and shrimp farming, the bank and the market, all run from a diegetic in-game phone, and validated each of them in playtests.
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Delivered interactive brand activations for Rock in Rio, The Town, Lollapalooza and Big Brother Brasil
Directed interactive brand activations for Rock in Rio, The Town, Lollapalooza and Big Brother Brasil, owning the 3D, visual and art direction, UI/UX, experience timeline and staging, level blockouts, VFX coordination and QA, built on the reference games each client chose. For Rock in Rio, led a VR time-tunnel roller coaster on a motion simulator, from the blockout and event timeline to VR-ready VFX, timing, music and sound cues, working with the client's art director. Also delivered a 360° VR animation on the bee life cycle for Sebrae, the studio's first in that format.
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Co-directed a hardware and software venture of 6 agricultural machine projects, owning every design and art decision
Co-directed and owned, with the studio's tech lead, a hardware and software venture with a simulator maker, building simulators of New Holland and Case machines for operator training, dealerships and agricultural fairs, shown every year at Agrishow, Latin America's largest. Delivered six projects over 2+ years in about 20 versions on PC, VR and mobile, a VR presentation, training simulators of two combine harvesters, a sugarcane harvester and two tractors, a mobile showroom rebuilt from scratch and WebGL digital twins. Built the software and hardware as a team of two with the tech lead, and coordinated nine people outside the game itself, the venture partner and his business, marketing and assembly staff, so every cabin was built with the right design, sizes and measures. Owned every design, art and business decision outside programming, from experience, branding and positioning to task division, roadmaps, timing and budget negotiation. Wrote and presented every pitch deck, to the partner, investors, Senac, Sebrae, fairs and new clients, and set up the simulators at fairs. Directed a true-to-machine operator training course, with a 52-step onboarding from start-up to storage, a training selection system of trainings and training stages and a 10-step fair version, plus the level design, the cabin UX and ergonomics, our own panel and ESP32 joystick and a stylized realistic art direction. Researched on the ground by driving the machines, visiting farms, reading 500-page technical manuals, talking with the manufacturers' engineers and studying their reference videos.
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Delivered 5 skill-based games for high-profile clients through a joint venture, owning scope and team
Led the studio's side of a joint venture with a studio that supplied games to some of Brazil's largest gaming companies, delivering 5 skill-based games with a team of up to 5. As creative director, owned the scope and the team, set the visual direction, designed the UI/UX and the player flows around retention, and developed the games, while handling the game pitches, the reading of each brief, the positioning and the communication with the partner, and securing investment and contract extensions.
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Directed and produced a 4v4 multiplayer MOBA from concept to delivery in one month
Directed and produced a complete 4v4 multiplayer MOBA, a non-violent water-balloon game for kids, from concept to delivery in one month. Owned the game and player experience direction and its systems, from the map, objectives and rules to the balancing, accessibility and GDDs, with player roles that emerged from those systems. Built 3D models, every UI and all of the game juice. Coordinated the 3D and tech teams and the creation of the project's graphic material. Shaped the client's marketing positioning for the game, and led all client communication.
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Created and directed a hybrid-casual bottle flip game, owning its design, balancing and visuals
Created and directed a hybrid-casual bottle flip game as its owner, from the full game design and the balancing of every bottle, level and mechanic to its visual side, with shaders, materials, 3D assets, UI and game feel, leading a supporting programmer on its systems.
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Owned production across projects, with schedules, scope, pipelines, operation guides and QA
Ran production while leading the company, owning schedules, scope and delivery, documentation and operation guides, such as the guide to running the studio's simulators based on their pistons and mechanical parts, and each project's processes and pipelines. Led the testing of every project, on location too, and studied the reference games each client asked for.
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Defined each experience before production through storyboards, level blockouts and UX timelines
Defined every experience before production with storyboards, level blockouts and user experience timelines, setting what the player feels, in what order and at what pace. Authored the GDDs, UX flows and monetization systems, and shaped levels and mechanics for retention and engagement.
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Led a kart racing simulator as a joint venture with a partner company, from its game and UX to its pitches
Led a kart racing simulator built as a joint venture between the studio and a partner company, acting as its project lead. Designed the game and the UX, with user flows and game feel tuned to the real sensation of driving a kart and tracks drawn from real kart circuits, created the UI and 3D models and art-directed the visuals for the programmer. Built and presented the pitch decks to kart tracks, showing how each track and the partners would profit, managed the partner's expectations and joined the investor meetings.
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Led the product design of a trading app, from its information architecture and wireframes to the outsourced dev team
Led the product design of a trading app that sold trading bots and gathered market news for day traders, structuring its information and app flow, drawing every wireframe for the UI/UX designer who executed them, art-directing its visuals, guiding the outsourced development team and handling the client.
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Set studio-wide standards for UX, GDDs, UI and asset pipelines, and built optimized 3D for mobile and VR
Set the studio's standards for UX, GDDs, UI production, pipelines and asset workflows. Built much of its 3D, mostly assets and props such as houses, vegetation and set dressing, optimized for mobile and VR, and produced the concept art, wireframes and many prototypes that tested ideas before production, including those that never moved forward.