I'm Felipe Fragoso, a game developer with experience in Brazil and Denmark. My focus spans gameplay systems, AI and pathfinding, software architecture, performance, and technical leadership.
Gameplay & systems engineeringBrazil / International experience
01 / SELECTED WORK
Projects I've contributed to.
From atmospheric games to playful worlds and educational experiences.
MOST RECENT EXPERIENCE / LEAD SOFTWARE ENGINEER
Izy Play Game Studio
Technical direction, build infrastructure, and engineering quality across commercial Unity projects.
As the studio's technical reference, I led architecture, engineering standards, infrastructure, and development workflows. I worked with producers, designers, artists, QA, publishers, and stakeholders to turn business goals into technical solutions and realistic roadmaps.
Iza SupermarketGaucho OrigensAdventure Miner
ARCHITECTURE & DELIVERY
From mobile prototypes to production.
I led technical architecture and implementation across multiple commercial Unity mobile projects, guiding architectural decisions and development throughout the product lifecycle.
CI/CD & INFRASTRUCTURE
Owning the studio's build and deployment foundations.
I architected, implemented, and maintained the studio's complete CI/CD infrastructure using Jenkins, Docker, Unity Accelerator, DigitalOcean, and automated deployment pipelines, improving build reliability and delivery efficiency.
WEBGL OPTIMIZATION
Improving the browser delivery experience.
I optimized asset delivery, loading times, build size, memory usage, rendering performance, and deployment pipeline efficiency for WebGL builds.
ENGINEERING STANDARDS & GOVERNANCE
Consistent quality across projects.
I established code review practices, engineering standards, and architectural guidelines. I also created technical documentation, deployment guides, software bills of materials (SBOMs), third-party plugin audits, and internal engineering tools.
MENTORING & TEAM GROWTH
Supporting engineers and shared technical decisions.
I mentored engineers through code reviews, onboarding, technical discussions, and interviews, helping raise engineering standards across the studio.
MULTIDISCIPLINARY COLLABORATION
Engineering aligned with product goals.
I collaborated with production, design, art, QA, publishers, and stakeholders to define achievable development roadmaps and scalable solutions.
Official images from the Google Play listings. My involvement in these projects is associated with the Izy Play experience described above.
01 / THE FOREST QUARTET
LEAD DEVELOPER / GAMEPLAY ENGINEERING
The Forest Quartet
An atmospheric puzzle adventure built around music and the inner worlds of a jazz band.
Leading gameplay engineering from early prototypes to a commercial, multi-platform release.
I joined after the project secured funding from the Danish Film Institute. As Lead Developer, I worked closely with designers, artists, and producers to refine prototypes, build the core gameplay systems, and support production through release.
Prototype → ReleaseGameplay engineering throughout production
CORE SYSTEMS & DESIGN COLLABORATION
Building the playable experience.
I developed the character controller, interaction mechanics, save system, music systems, environmental puzzles, object manipulation, and AI behaviors.
Working with game designers, I prototyped, evaluated, and iterated mechanics centered on music, light, and environmental interactions. This process helped shape design decisions and turn selected prototypes into key puzzle mechanics in the final game.
AI & PATHFINDING / GOLEMS
Light-sensitive enemies with navigation constraints.
I developed the gray golems' AI and pathfinding, connecting their behavior to the level's lighting and navigation rules.
Pursuit and fear: golems pursued the player character or an unlit lamp, but fled from active light sources.
Collision avoidance: movement avoided collisions with other golems and the player.
Restricted areas: navigation kept the golems out of designated areas of the level.
PLAYER INSIGHT
Analytics that informed design.
I implemented gameplay analytics and heatmap systems to help the team understand player behavior and support data-informed design decisions.
DELIVERY & TECHNICAL LEADERSHIP
Supporting the team through release.
I mentored programmers, supported onboarding, and helped maintain engineering quality throughout the project. I also contributed to console porting, helping gameplay systems remain stable and consistent across platforms.
Light in the forestPuzzle environmentsTransformation & exploration
Game footage and screenshots: The Forest Quartet · Mads & Friends / Bedtime Digital Games. Source: Steam store page. Media presents the game as a whole; my contribution is described above.
LEAD PROGRAMMER / IMMERSIVE VR
HUSH
Havfolket Kalder Mørknet Vand · Directed by Vibeke Bryld · Produced by Final Cut for Real
HUSH / Official VR poster
Bringing an immersive underwater experience to life in Unity.
As Lead Programmer, I implemented the complete VR gameplay in Unity, developed shaders, and integrated CG assets and animation into the real-time experience.
Venice Film Festival 2020 · Selected for the VR competition
UNITY / VR GAMEPLAY
Programming the immersive experience.
I led programming and implemented all VR gameplay for HUSH, an immersive work inspired by northern myths of merpeople and the sea.
SHADERS / CG & ANIMATION
Connecting visual production with real-time VR.
I developed shaders and integrated computer-generated assets and animation into the Unity experience, connecting the project's visual content with its VR gameplay.
Building the engineering foundations for a growing game franchise.
I joined Foretold Studios to strengthen technical leadership across the Tollan franchise. My work combined architecture assessment and core-system refactoring with engineering processes, team mentoring, and a shared platform for future games.
Shared Game HubArchitecture for multiple franchise games
Tollan SurvivorsRapid gameplay prototype for product exploration
ARCHITECTURE & CORE SYSTEMS
A roadmap for long-term evolution.
I led the technical assessment of the Tollan project and defined a scalable architecture roadmap for franchise expansion. I also led refactoring of core game systems to improve maintainability and support continued product development.
SHARED GAME HUB
Shared wallets and user data across games.
I architected a shared Game Hub platform for multiple games within the Tollan franchise. Its shared foundations centered on the player wallet and user data, supporting a Web3 ecosystem connected to blockchain and virtual currencies. This provided a common platform for franchise expansion and code reuse.
PROTOTYPING / TOLLAN SURVIVORS
Testing a new product direction.
I developed Tollan Survivors as a rapid gameplay prototype, expanding the company's product portfolio and helping validate new business opportunities.
PLAYER ANALYTICS / COMPUTER VISION & ML
Turning player behavior into insights.
I designed and implemented player behavior analytics using computer vision and machine learning to generate gameplay heatmaps and actionable insights for game design.
ENGINEERING PROCESS
More visibility and better collaboration.
I introduced Agile engineering practices, Scrum ceremonies, Jira workflows, and technical standards. Together, these changes improved collaboration and delivery visibility, with an approximately 30% improvement in engineering productivity.
TECHNICAL LEADERSHIP
Building a collaborative engineering culture.
I mentored developers, encouraged technical discussions, and strengthened trust across multidisciplinary teams to support sustainable product growth.
TOLLAN FRANCHISE
A shared universe of games.
Official website & X profile imagery
Official Tollan Universe profile banner · View on X ↗
Official franchise imagery from tollan.io and @TollanUniverse · Foretold Studios. These images represent the franchise's current presentation; my work during my time at the studio is described above.
03 / LEGO BUILDER · THE LEGO GROUP
SOFTWARE ENGINEER / THE LEGO GROUP
LEGO® Builder
The official LEGO building instructions app, with interactive 3D building experiences.
Modernizing architecture, prototyping product experiences, and evolving the graphics pipeline.
I contributed across architecture, graphics programming, UI systems, and feature development. Working with product managers, designers, artists, and engineers, I helped turn product concepts into polished experiences within a cross-functional Agile team.
Graphics pipelineRendering, shader workflows & AR experiences
ArchitectureCore refactoring for long-term evolution
PRODUCT DISCOVERY
Prototypes that supported roadmap decisions.
I delivered more than 15 production-ready feature prototypes, accelerating product discovery and helping the team evaluate new experiences for LEGO Builder.
SOFTWARE ARCHITECTURE
Preparing the application to evolve.
I refactored core application architecture to improve scalability, maintainability, and long-term product evolution.
GRAPHICS PROGRAMMING
Redesigning the internal rendering pipeline.
I redesigned the internal graphics pipeline, improving shader workflows, rendering performance, and augmented reality experiences.
CROSS-FUNCTIONAL DELIVERY
From product concepts to user experiences.
I collaborated closely with product, design, art, and engineering, contributing across UI and feature development while maintaining engineering standards. I also contributed to quarterly OKRs, with approximately 33% of new OKRs initiated or delivered ahead of schedule.
LEGO BUILDER / APP EXPERIENCE
Digital guidance for physical building.
Official App Store screenshots
Official product screenshots: The LEGO Group · App Store. These images show the current app experience; my engineering contributions are described above.
04 / UNITY DEVELOPER / USTWO
LEGO® Super Mario™ Companion App
Connecting Unity software with smart LEGO hardware.
I developed gameplay features and platform functionality using Unity and C#, collaborating with multidisciplinary teams from ustwo, LEGO, and Nintendo on a connected mobile experience.
BLUETOOTH LOW ENERGY
Reliable communication with the Mario figure.
I implemented and enhanced BLE device discovery, connection management, reconnection, synchronization, and real-time data exchange. I diagnosed and resolved complex Bluetooth issues to improve the reliability and stability of critical features.
SMART HARDWARE & GAMEPLAY
Bringing physical interactions into the app.
I integrated the application with the LEGO Mario figure's sensors, display, audio system, and programmable gameplay behaviors. I also integrated new interactive LEGO blocks to support additional gameplay and hardware capabilities.
MULTIMEDIA PLATFORM
Building instructions and community content.
I developed the in-app multimedia platform for streaming official LEGO building instructions and community-created content, and resolved multimedia issues affecting reliability.
PRODUCT & CROSS-FUNCTIONAL DELIVERY
Working across software, hardware, and design.
I worked directly with LEGO Product Designers and Nintendo stakeholders to align features with product vision, hardware capabilities, and platform guidelines. I collaborated with engineering, design, QA, and product in an Agile team throughout the development lifecycle.
Unity / C#
Bluetooth Low Energy
Hardware integration
Real-time data
Multimedia
05 / TOCA BOCA WORLD
SOFTWARE ENGINEER, CONSULTANT / TOCA BOCA
Toca Boca World
Expanding player expression through character, outfit, and interaction systems.
As part of the Feature Development team, I developed and integrated gameplay systems and player-facing features. I worked closely with the Core Systems team to deliver scalable features while maintaining performance, stability, and code quality.
I played a key role in implementing the Avatar System and Outfit System, enabling richer customization and supporting future content expansion.
CHARACTER FRAMEWORK
Supporting more character types.
I extended the character framework to support animals and characters who use wheelchairs, improving representation, gameplay diversity, accessibility, and system flexibility.
SIDEWALK / PLAYER-FACING UI
Browsing and selecting playable content.
I developed and maintained the Sidewalk interface, where players browse and select characters, outfits, and other interactive content.
INTEGRATION & DELIVERY
Features built with the wider team.
I collaborated with Core Systems and worked alongside designers, artists, QA engineers, and producers throughout the complete feature lifecycle. I also supported onboarding of new Unity developers and contributed to debugging, optimization, and continuous delivery.
TOCA BOCA WORLD / GAME EXPERIENCE
A world for player creativity.
Official App Store screenshots
Official product screenshots: Toca Boca · App Store. Images show the current game experience; my individual contributions are described above.
06–07 / EDUCATIONAL GAMES
Engineering for learning.
SOFTWARE ENGINEER, CONSULTANT / POIKILINGO
Poikilingo
Optimizing a Unity educational platform and supporting adaptive learning.
I provided technical consulting on Unity architecture, performance, and engineering practices, contributing to the product launch alongside the internal team.
>70%Reduction in application size through Addressables optimization
Asset loadingFaster loading and lower delivery overhead
Adaptive learningContribution to AI-driven personalization
ADDRESSABLES & PERFORMANCE
A smaller application, faster asset loading.
I optimized the Addressables implementation, reducing application size by more than 70% and decreasing build size, download size, and asset delivery overhead. I also improved loading workflows to reduce waiting time for players.
ARCHITECTURE & TEAM SUPPORT
Technical guidance for sustainable growth.
I assessed the existing Unity architecture and recommended improvements to scalability, maintainability, and long-term performance. Through workshops and mentoring, I supported the team on Unity best practices, architecture, optimization, and scalable workflows.
AI-DRIVEN ADAPTIVE LEARNING
Content that follows each child's progress.
I contributed to adaptive learning systems that analyzed player progression and personalized educational content and gameplay challenges according to each child's learning pace.
PRODUCT COLLABORATION
Engineering aligned with educational goals.
I partnered with the engineering team to deliver scalable solutions aligned with the product roadmap and educational objectives.
Addressables
Performance optimization
Architecture consulting
Adaptive learning
LEAD SOFTWARE ENGINEER / FOUNDING ENGINEER
Lulu Lab
Turning an early educational game concept into a production-ready product.
I joined shortly after the company's creation and established the technical foundation as its founding software engineer. I led gameplay development and collaborated across design, art, music, education, and product from concept through release.
3 languagesMultilingual educational platform
3 Match-3 gamesWithin a broader set of educational mini-games
Europe & AfricaSchool adoption and gameplay workshops
ARCHITECTURE
Building the product's technical foundation.
I designed and implemented the architecture using Unity, C#, MVC, and state machine patterns, establishing a foundation for scalability, maintainability, and accessibility across diverse educational settings.
GAMEPLAY & CORE SYSTEMS
From narrative to educational mini-games.
I led development of dialogue, narrative, localization, save, UI, and point-and-click systems, alongside multiple educational mini-games including three Match-3 experiences.
DESIGN & PLAYER RESEARCH
Learning from the children playing the game.
I contributed to game design, paper prototyping, usability testing, and product decisions. I conducted gameplay workshops with children in Europe and Africa, gathering feedback that directly influenced mechanics and educational content.
LEADERSHIP & DELIVERY
Growing the team and delivering to schools.
I interviewed and onboarded software engineers, acted as technical lead, and facilitated Agile/Scrum practices. I helped deliver a three-language educational product adopted by schools across Europe and Africa.
Unity / C#
MVC & state machines
Gameplay systems
Localization
Technical leadership
02 / ENGINEERING FOCUS
Beyond the feature.
Thinking about how a game behaves, how its systems fit together, and how a team can keep building it.
01
Gameplay systems
Translating game rules and interactions into maintainable systems, with a clear separation between behavior and presentation.
02
AI & pathfinding
Character behavior and navigation that account for gameplay constraints and the changing state of the world.
03
Architecture
Clear responsibilities and practical abstractions that help a codebase evolve as the game grows.
04
Performance
A focus on runtime cost, profiling, and the trade-offs between implementation complexity and player experience.
05
Technical leadership
Experience as a Technical Lead, connecting engineering decisions with project needs and team collaboration.
06
Unity & C#
Game development experience supported by a broader software engineering background in C# and .NET.
03 / ABOUT
A developer with an international perspective.
I've worked as a Software Engineer, Senior Programmer, and Technical Lead across games, software, and education in Brazil and Denmark.
My background combines hands-on game development with academic work in games and technology at the IT University of Copenhagen. I bring that mix of systems thinking, implementation, and collaboration to my work.
Based in BrazilExperience in DenmarkUnity · C# · .NET
04 / NEXT CONVERSATION
Let's talk about your game.
For freelance projects and Senior / Lead Unity opportunities, I'd be happy to discuss the technical challenges and where I could contribute.