
Professional Experience
Over nearly two years at S2P Edu, I created over 20 design documents and helped launch around 12 simulators, contributing directly to both new projects and the improvement of existing ones.
My responsibilities included:
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Writing GDDs and conducting research
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Creating balancing spreadsheets
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Level Design
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Conducting user testing
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Performing QA testing
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Supporting the programming team whenever questions or issues arose
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Content research, summarization, adaptation, and scripting for each game.
I also led efforts to restructure and standardize key mechanics and dynamics across simulators, improving consistency and development efficiency.
At S2P Edu, I had the chance to grow as a designer, refine my skills, and collaborate with an amazing team in a creative and supportive environment.
You can see a little of my work bellow.
First aid Game
A simulator created to show players the actions to take when providing first aid to an injured person. In it, I aimed to convey the immersion of being frightened and needing to administer first aid to an injured person, where the player wouldn't have much time to think when executing the commands.
In this simulator, I was responsible for:
- Create the documentation
- Conduciting tests
- Make user tests
To create immersion, an anxiety mechanic was implemented. The player had a limited amount of time between each action. As time ran out, the screen would gradually darken. Once the time limit was reached, the screen turned completely black. This also helped convey a sense of urgency and taught players that speed was essential for completing these tasks.
One of the challenges we faced during development was with the final mechanic: the CPR sequence. I initially designed the inputs to work with the spacebar, trying to mimic the real-life motion as closely as possible. However, during user testing, we noticed that players were having trouble performing the action with the correct timing. So we switched it to the mouse click button, which proved to be much more intuitive and better received by the players.


Direct Match Game
Simulator designed to teach the player how to make the connections for a direct match of a motor.
Within this simulator, I was responsible for:
- Documentation
- Tests
- User tests
The simulator was restructured, and new documentation was created with changes to its mechanics and dynamics. I conducted some user tests and concluded that players often felt lost when it came to understanding what they could do in the game. To address this, we aimed to improve the feedback and feel of player actions through the following:
- Cursor hover highlighting on interactable objects
- Changing the cursor icon when the player is interacting
- Clear information about interaction controls and how to use them
- Green and red feedback for a right action or a mistake
Game of Measurements and Physical Quantities
Simulator designed to teach the player some concepts of measurements, such as time, kilo, and meter. In it, I used different dynamics for the player to drag and distinguish the measurements as we use them in everyday life.
Within this simulator, I was responsible for:
- creating its documentation
- Conducting user tests
- Balancing
- Make QA tests
I designed several mini-games with similar core mechanics, aiming for different dynamics while keeping the same underlying mechanic, so the player wouldn’t need to constantly learn something new in a short-duration game. I balanced the mini-games based on user testing and feedback.
Water Conductivity Game
Simulator designed to teach the player the electrical properties of water and how they can function. I used various dynamics, demonstrating how to perform each step to measure the water and introduce substances. The mechanics were introduced gradually so that the player can understand how to navigate through it well. At the end, an area is left free for the player to "Play" free a little.
Within this simulator, I was responsible for:
- Creating documentation,
- Conducting some tests
- Make QA tests