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Jean Carlo Leal Delfino
(Portfolio)

Hi, I'm Jean, a Brazilian game developer, graduated in BSI (Bachelor of Information Systems) at University of São Paulo in São Carlos, with 3 years of Unity development experience. I worked in several genres of games until now, from educational, casual, hyper-casual, merge2 and action roguelike, working from full development, gameplay enhancement, UI animation and design, bug fixing, refactor and some more. 

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EIC

        In EIC (Espaço Interativo de Ciência, translation Interactive Science Space) me and other students were tasked to create together with educators (our Game Designers in the process) a remake in Unity of a old flash game based in a biology educational board game, named "Sintetizando Proteínas", translation "Synthesizing Proteins".

        This opportunity helped me grow immensely in my career, from learning the basics of Unity, UI, prototyping and documentation, but most importantly it taught me how to communicate in a semi-professional environment, and the importance of some software engineering processes, such as the product requirements document (PRD).

Skills Developed: Communication; Unity; C#; PRD; UI; Git

sintetizandoProteinas.png


Prota Games

​        During my time with Prota Games I worked on several games and diverse scopes, they being : 

        Heroes of Metaverse: I mostly worked in combat mechanics, such as the power up system, similar to the bullets effects of Enter The Gungeon, the "RPG" attribute system, and enemy behaviors. But I also implemented UI, fixed bugs, wrote documentation, and refactored parts of the game.

        Woodmill Craft Idle: We had to refactor large amounts of the system that already existed in the game, changing the way the player's and store's saws worked, all the player's attributes, upgrade attributes, etc. Another relevant change to the game was the full release of the map, this made necessary that several aspects of the game needed to be modified for optimization purposes, I used Unity's LogCat and Profiler for this task.
        The other main thing was the addition of the drone, an NPC with behaviors for the entire main money cycle of the game, enabling the idle part of the game.

        Bricks King: Modified the UI and gameplay to be more appropriate to the new product vision. Also changed how the game's Ads and IAP ran. Finally, several legacy bugs were fixed.
 

        Roblox Games : Prota Games decided to migrate the team to game development in Lua Roblox, the first game we created was Spooky Vortex Obby, after that we moved to Forge Frontier. We used some of Spooky's IAP knowledge, but much of the job was new, my role on the team was to create and program all the game's screens and UIs, such as the pet screen, sword inventory and aura inventory. I also worked together with other devs to resolve bugs (the platform was new to all of us) and specific features

requested by Game Designers.

Skills Developed: Unity; Unity 3D; Communication; C#; Design Patterns; UI Design; Lua; Roblox Studio; Git; Scrum; Agile; Ad; Monetization

metaversa_edited.jpg
woodmill.png
bricksKing.png
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Pixodust Games

        In Pixodust Games I worked in "Medieval Merge", the product is a merge two game. My main contribution are in optimizing the VContainer performance in 90%, UI AB tests, monetization related mechanics —such as better trigger for bundles or improving some game flows for monetization—, the improvement of the Trade Quest system —mechanic similar of other merge games—, bug fixes, app size improvements and refactoring.

Skills Developed: Unity; Unity 3D; C#; UI; MVC Architecture; Refactor; VContainer; Optimization; Refactor; Ab Test; Monetization;

medievalMerge.jpg
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