Languages
English (fluent)
Portuguese (fluent)
Spanish (fluent)
French (basic)
I’m a technical leader and entrepreneur with a PhD in computer science, specializing in rendering, and a proven track record of shipping projects across both the gaming and web3 industries. I bring a deep technical foundation with over a decade of experience in C++ game and engine development, including commercial work with Unreal Engine, and hands-on expertise in smart contract development using Rust. I’ve spent the past 5+ years driving product strategy, technical direction, and project management across interdisciplinary teams. Beyond games, my passion for writing, drawing, music, and dance allows me to bridge the gap between engineering and art, making me a unique asset in creative, multi-disciplinary environments.
Technical Mastery
10+ years of C++ game development, a PhD in rendering-focused computer science, and a proven record shipping commercial titles using Unreal Engine. Skilled in graphics programming, engine architecture, and smart contract development in Rust. Deeply engaged in blockchain interoperability and cross-chain systems.
Product Strategy
Strategic thinker with 5+ years of experience guiding products from concept to market across games and web3. Strong track record of structuring iterative development roadmaps, minimizing risk, and accelerating user feedback cycles. Adept at aligning technical vision with product goals to maximize impact.
Leadership & Execution
Experienced leader with a unique blend of empathy, clarity, and tactical planning. 5+ years managing interdisciplinary teams across games and crypto, driving delivery through transparent communication, actionable planning, and hands-on execution. Skilled at motivating teams, resolving conflict, and scaling collaboration.
Inacio, F. and Springer, J.P., "Reducing Geometry-Processing Overhead for Novel Viewpoint Creation", SIGGRAPH 2015, poster.
Awarded the best final year undergraduate project by OpenSoft (software
company) and offered a merit MSc scholarship at NOVA University,
declined to pursue a computer graphics career internationally. (2011)
Won a PhD scholarship at University of Hull. (2012)
Music and Dance passion, including singing, playing piano, guitar
and ukulele. Semi-professional dancer and teaching experience across multiple
dances including bachata, zouk, kizomba and salsa. Also performed on stage
internationally as part of Daniel and Desiree World Team Project.
Healthy lifestyle through exercising and keeping a balanced diet,
with sports like football and volley for the team spirit and surf for
the meditation. Capoeira for a bit of self-defence, dance, core strength
and stretching. Foosball, or table football, is an addiction!
Avid gamer who likes to try multiple game titles and genres,
engaging in community discussions and beta testing phases. Experienced
knowledge of what the game communities require and want from a game, as
well as a life-long list of ideas for game mechanics and designs.
Neptune Finance
Programmed the initial smart contracts for Neptune on Terra to keep leveraged yield investments
from being liquidating by rebalancing. Developed a unique and flexible authorization system in
Rust for defining auth groups and assigning them to different transactions in each contract.
Contributed and reviewed the development of Neptune's lending market contracts in Rust and also
helped set up the NodeJS infrastructure for production.
Squad
Led the programming team of Squad towards the official release of version 1.0.
Planned the Squad roadmap, managed its programmers, introduced sprint planning,
and implemented better Perforce development pipelines. Engaged with other leads
in the Squad team such as QA, Art, Production, and Design to ensure all goals were met.
Implemented more realistic ragdolls and synchronization over the network, as well as mod managing.
Part of an elite team of programmers within the company picked to work
on core gameplay modules to be used when creating new games. Personally
worked on a team tree module to display and manage teams at different depths,
as well as a projectile module that used the Gameplay Ability System to
synchronize projectile shooting and trajectories across the network.
Fragment-History Volumes
Fragment-history volumes are sparse, discretised representations of
a 3D scene with all the fragments recorded during the rasterisation
stage of the graphics pipeline. These structures can be used to
reduce the geometry-processing overhead for the creation of novel
viewpoints on current graphics hardware. A poster describing the early
stages of the research has been presented at SIGGRAPH 2015.
Besides the research output, this was a large project in which a
framework was developed for building rendering techniques easily and
testing their performance. This framework lets the programmer create new
rendering stages by specification, add them to the pipeline and link framebuffers,
textures and other resources between stages. There is a XML parser that
constructs a scene graph and each node can be changed from within the application
at runtime using its assigned name. If activated, the framework can
get the performance times for each individual stage of the pipeline submitted
and output a statistical log as well as screenshots.
X-Sledding 3000
A game produced by a team of six students as part of the group
project of the MSc in Games Programming at University of Hull. We decided
to develop our own cross-platform engine from scratch which was
considered too ambitious: PC and PS3 support, LUA scripting, developer
console, physics and sound powered by bullet and fmod, our own renderer
with Cg shader code and support for scenegraphs so that a level editor
could be done. The theme for the game
given to us was sled racing, but instead of making a simple racing
game where you have sleds instead of cars, we decided to create unique
gameplay mechanics to create a challenge and some fun. The animals
pulling the sled need to be disciplined into following your steering,
or else it can be very hard to control the direction of the sled. Also,
the more you whip them, the less happy they get, which reflects on their
speed. Their energy also decreases over time, which again reflects on
the speed. To increase energy and morale, you can give them treats which
in turn decrease their discipline. The trick is to balance things, but
don't forget you are also playing a racing game! Last but not least,
the implemented AI is very effective at controlling the animals and wins
easily, but there are also cheats to be used in the developer console!
Snowglobe
OpenGL project at University of Hull for the Real Time Graphics module
of the MSc in Games Programming. The water reflects everything, the
tree growth is a fractal algorithm, almost everything is bumpmapped,
Blinn-Phong shading, spotlights, particle systems, collision of snow
flakes and leaves, smooth camera movements (using friction) and
seasons. The tree grows randomly different every spring.
Procedural Planets
Final dissertation project for the MSc in Games Programming at
University of Hull. Each planet is generated using pseudo-random
number generation and a seed number, which could be randomly generated
to make a universe of randomized planets. This project shows effective
use of chunked level of detail algorithms and Perlin-based ridged
multi-fractals for the terrain elevations. It was done in OpenGL and
the multi-level blending of textures and colors was done in GLSL using
terrain height as a parameter. A simple atmosphere and sun effects were
also done in GLSL using spheres as a base mesh. Collision between
camera and planets was also implemented.