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.