FF / Felipe Fragoso

UNITY · C# · GAME DEVELOPMENT

Gameplay thinking.
Engineering depth.

Senior / Lead Unity Developer

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.

  • Technical leadership
  • Unity architecture
  • Jenkins / Docker
  • Unity Accelerator
  • WebGL performance
  • CI/CD

Official images from the Google Play listings. My involvement in these projects is associated with the Izy Play experience described above.

25+Gameplay mechanics prototyped
~10Refined and implemented in the final game
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.

A LOOK INSIDE THE GAME

World, atmosphere & gameplay.

Official launch trailer & screenshots
Official launch trailer · Also available on Steam ↗

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

Official HUSH VR poster, Havfolket Kalder Mørknet Vand, with Venice 2020 selection and production credits.
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.

  • Lead programming
  • Unity / VR
  • Shaders
  • CG integration
  • Animation integration
~30%Estimated engineering productivity improvement
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 banner from the franchise's X profile.
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.

15+Production-ready feature prototypes delivered
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

AVATAR & OUTFIT SYSTEMS

Richer player customization.

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.

Felipe Fragoso · Senior / Lead Unity Developer · Brazil