Gabriel Lima
Technical Game Designer
Specializing in gameplay systems, AI behaviors, progression systems, and in-engine implementation.
Over 5 years of professional experience designing and implementing systems from concept to release, including combat frameworks, companion AI, progression mechanics, traversal systems, and designer-facing tools.
I take pleasure in crafting brand new experiences through innovative techniques, user-focused systems and attention to detail.
INFINITE FLEET
Genre: MMO Strategy
Company/Team: Pixelmatic
Role: Technical Gameplay Designer & Programmer
Engine: Unity 6
Duration: Jan 2025 - Ongoing
CONTRIBUTIONS:
Design and Implementation
Onboarded an ongoing, long-term project;
Helped the team turn their design ideas into reality with implementation, iteration and re-designs;
Implemented Menu and HUD UI Rework for all their systems;
Created design-helping tools in Unity, such as the Universal Trigger System;
Implemented a FTUE system;
Fixed multiple bugs and helped with playtesting / feedback.
Designed and implemented a combat rework for their latest patch, including but limited to:
Warp-based Movement;
Enemy AI rework, including unique behaviors for each;
Boss AI design and implementation;
Directional damage, Ship Weapon targeting and destruction;
Multi-unit behavior implementation and optimization;
APEIRON
Genre: Open World Action RPG
Role: Lead Designer & Director
Company/Team: Exiled Republic Studios
Engine: Unreal Engine 4 and 5
Duration: Aug 2021 - Oct 2024
CONTRIBUTIONS:
Game Direction and Production
Held the game’s vision from the technical and design lenses;
Assigned Milestones, Tasks and Deadlines to all Departments;
Acted as the bridge between designers, programmers and artists;
Directed major creative decisions;
Wrote over 23 documents for different departments.
Game Design and Gameplay Programming
Designed and Implemented the combat system (Using Unreal’s Gameplay Ability System or GAS), including AI Behavior and Companion System;
Designed and implemented a modular character progression and combat framework;
Scope: 4 playable characters, 8 classes, 32 base abilities, 8 light attack sequences, 10 enemies (1 boss).
Designed traversal systems (foot locomotion and Carriage system) and provided feedback on its implementation;
Helped with the creation of the Climb and Mantling System by providing feedback during iterations;
Designed and implemented the Runes and Artifacts progression system, as well as the upgrades that come with it;
Approved and Programmed content requested by Level Designers;
Tested and Fixed gameplay bugs.
Project Outcome
The project was approved for continued funding through Microsoft's ID@Xbox program.
Studio later chose not to pursue further development.
SOULBOUND STEEL
Genre: Top Down “Shooter”/Hack n’ Slash
Company/Team: Solo
Role: Design and Implementation
Engine: Unreal Engine 4
Duration: Jul 2020 - Aug 2021
CONTRIBUTIONS:
Solo Development
Designed and programmed all gameplay systems;
Designed and implemented a combat framework centered around summonable units, companion entities, and player-controlled abilities.
9 summonable unit types
4 companion demons
23 enemy archetypes
• Built levels, balanced gameplay, designed and programmed progression systems, conducted playtests, and iterated on player feedback.
• Managed all aspects of production from concept through release.