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Felipe Ferreira da Silva

Felipe Ferreira

Game Programmer

Projects

Weapon System

2026

Data-driven weapon system in Unity.


  • Built the system with a separation between behavior logic, data and visuals.
  • Created with a focus on extensibility through plug-n-play behaviors, using classes as data via the inspector in Scriptable Objects.





Paranormal Launch

2026

Recreation of Control’s telekinesis launch ability in Unity.

 

  • Implemented the ability to attract objects using a PID controller to imitate the movement overshoot when an object is pulled or held.
  • Created a detection system for launchable objects and targets close to the sight.
  • Developed the character controller with procedural animations using the Animation Rigging Package.

Bombatida

2024

A multiplayer hot potato game between cars developed during a game jam.


  • Developed an arcade-style movement for the vehicles.
  • Implemented local multiplayer with support for multiple players navigating the UI simultaneously.
  • Continental finalist project at Game Jam Plus, selected for Demo Day at Innova Summit 2024.
Code Repository

Umbra and the Celestial Invasion

2024

An action, adventure, and puzzle game featuring 2D characters in 3D environments, developed during a Game Jam.

  • Developed the main character's movement adapted to the tilted camera perspective.
  • Created obstacles and puzzles, including lighting systems that disable the player's abilities.
  • Refined the enemies' behavior using code and Behaviour Designer.
Code Repository

Bolística

2025

Recreation of the Ballistix game mode from Crash Bash, but with online multiplayer using Photon Fusion 2.

  • Implemented a host-client topology with public and private rooms.
  • Developed a screen stacking based UI system and with dynamics modals.
  • Created a credits screen generator that uses a text file as the input.
Code Repository

Swapop

2023

Swapop is a 2D platform game where you need to switch between two colors to access hidden platforms, developed in Unity.


  •  Character control with "coyote time" and "input buffering" to give a greater sense of responsibility to the controls.
  •  Production of most sprites, sound effects, and soundtrack.
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