Tulio Duarte

Game Designer and Gameplay Programmer

I’m a Game Designer and Gameplay Programmer with nearly 10 years of professional experience, with a strong focus on systems design and core gameplay mechanics.

I hold a Bachelor’s degree in Science and Technology from UFBA, where I developed a solid programming background while also studying Design and Arts through scholarships focused on digital art and educational games.

I’m passionate about designing deep, cohesive gameplay systems — from core mechanics and progression to balancing and player-driven interactions. If you’re looking for an experienced and versatile game designer who can connect design intent with implementation, I’d be glad to collaborate.

Games

Akumi Wars

A turn-based RPG for PC featuring dozens of unique characters with a complex combat system with many different effects and combinations of strategies.

  • Lead programmer and systems designer.
  • Generalist programmer: gameplay, UI/UX, AI, Steam, etc.
  • Designed game systems like: skills, combat, equipment, craft, stats, etc.

Arida: Backland's Awakening

The first game of Aoca Game Lab and my first game on Steam. A adventure/survival game with a political background about the lives of northeastern Brazilians during a civil war in the past in the dry and arid backlands of Brazil.

  • Generalist game developer and gameplay programmer.
  • Helped design the technical aspects of the game mechanics: survival, crafting, quests system, etc.
  • Helped design the technical aspects of narrative elements like cutscenes, scenic views, etc.
  • Generalist programmer: gameplay, graphics, UI/UX, AI, Steam, etc.

Hidden in Light

This is a Global Game Jam 2026 project. The theme was "Mask", and it was really interesting to explore it as a mechanic-driven concept: the character uses masks — both narratively and literally, as image masks inside the game world, revealing and hiding things. This was a non-competitive jam, but I am really happy with the final result!

  • Game Design: designed core mechanics and levels.
  • Programming: implemented the mechanics, UI, and controls.
  • Art & Animation: designed, created, and animated the main character and other sprites.

PSI

Developed for GitHub Game Off 2025. Psi is a puzzle game inspired by quantum concepts, where observing elements alters their behavior. A single mechanic creates an emergent system of interactions, leading to simple yet surprising solutions!

  • #12 in Innovation, and #38 in Gameplay (out of 700+ entries)
  • Reached #80 Overall
  • Game Design: Conceived the core puzzle mechanics, observer interactions, and overall game flow.
  • Programming: Implemented game logic, systems, and interactions in Unity.
  • Art & Pixel Art: Created all pixel art assets and visual gameplay elements for the game.

Deepnagogia

Game for Brackeys Game Jam 2023.2. Set in a futuristic world, this game features a technology that allows you to dive into a patient's mind to recover missing memories and address mental health issues. Players can control their depth to access different layers of the subconscious.

  • Reached #12 in Innovation, #44 in theme interpretation (out of 800+ submissions).
  • Reached #85 Overall.
  • Game Design: Designed the world, characters, levels, and core mechanics.
  • Programming: Developed the entire game logic and systems.
  • Art & Animation: Created all sprites, animations, and visual effects.
  • Sound: Collaborated with a voice actor for the character dialogue.

Gomma

Gomma — Developed for Ludum Dare 50 My goal with this project was to evoke a sense of solitude and the slow passage of time. The player finds themselves in a desolate world, accompanied only by a massive, slow-moving grub. To delay its inevitable departure, the player must cultivate plants to feed it—balancing the task of nourishment with the desire to keep their only companion a little while longer.

  • Game Design: Conceptualized the world, characters, level design, and core mechanics.
  • Programming: Implemented all gameplay systems and mechanics.
  • Art & Animation: Created all sprites, character animations, and visual effects.
  • Music: Composed the original theme song for the title screen.

Hunger For Dungeon

A strategic action reinterpretation of the classic Pac-Man. This project introduces RPG-style classes with unique abilities and stats, focusing on balancing combat mechanics within the traditional maze-crawler framework.

  • Game Design: Conceptualized character classes, skill trees, and combat balancing based on the original Pac-Man loop.
  • Level Design: Redesigned the classic layout to emphasize symmetry and tactical movement flow.
  • AI Implementation: Engineered enemy and character behaviors using Graph Theory and advanced pathfinding algorithms.
  • VFX: Developed custom particle systems and visual feedback for character abilities.
  • Core Programming: Architected the game’s systems, including state management, collision logic, and ability execution.

*Disclaimer: Character assets were sourced from public repositories. If you are the original creator, please contact me for proper credit attribution!

Blank Knight

A technical prototype for a mobile action roguelite focused on classless character customization. The project explores a gear-based progression system where player builds are defined by equipment combinations rather than fixed roles, featuring procedural dungeons and persistent character growth.

  • Game Design: Solely responsible for the game’s vision, mechanics, and combat balancing.
  • Gameplay Development: Implemented core combat mechanics and the classless gear-based framework.
  • Backend: Implemented basic user login and cloud-based data persistence for player progress.
  • Art & Animation: Created original character sprites, animations, and visual effects.

At Sinergia Games

During my time in Sinergia Games, I worked on many small projects. Most of the projects were cultural games to teach about African Culture or personal development. That was the first game studio I worked in, and I had the chance to explore all stacks of game development. Unfortunately, those games are not available anymore due to business reasons.

  • Game Design - I designed mechanics, characters and levels of some games
  • Gameplay - I implemented game mechanics and systems
  • UI - I designed and implemented the UI

Carrot VS Bad Food

This game was made in a game jam, in 2015. It was one of my first games and I really enjoyed making it. The team was me and an artist. We promised to remake this game, but I don't think it'll happen.

  • Gameplay and UI - I implemented the mechanics, systems and UI
  • Game Design - I design characters, levels and mechanics
  • AI - I designed and implemented the behavior of enemies

Education

Bachelor of Science and Technology

  • UFBA 2012 - 2016

Games and Gamification in Education (Education) - Postgraduate degree

  • Centro Universitário Internacional UNINTER - 2025

Professional Experience

Akumi Wars

  • 2021 - current job.
  • Lead programmer and systems designer.
  • I programmed the whole gameplay/UI and designed combat, skills, and craft systems.

Arida, Backland's Awekening - Aoca Game Lab

  • 2016-2019.
  • Generalist Game Developer.
  • I worked on every aspect of the game.
  • I programmed the core gameplay features.
  • I helped design some systems such as quests, craft, survival, etc.

Odoya - Sinergia Games

  • 2021.
  • Gameplay Programmer.
  • Game Designer.
  • I designed the core mechanics and systems of the game.
  • I programmed the main gameplay features of the game.

Sinergia Games

  • 2014-2016.
  • Generalist Game Developer.
  • Assistant game designer.
  • I worked on many casual cultural and educational games for mobile.
  • I worked as a generalist indie developer, helping with code and game design in the projects.

SENAI CIMATEC/EMBRAER

  • 2019.
  • Augmented Reality Programmer.
  • Worked with Hololens and Unity.
  • I helped develop an AR tool for the maintenance of aircraft structures.
  • Many graphics things and Math!

HESTIS

  • 2017-2018.
  • Graphics Programmer
  • I helped develop a 3D visualization tool for X-BIN projects.
  • A lot of Geometry and Algebra!
  • Low-level rendering APIs and libraries.

Contact