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Professional Experiences

Portfolio
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Turi Kaapora
Narrative Designer

A hack’n slash game about Kaapora, a nature’s entity, and the threat of human exploitation of natural resources.

As a Narrative Designer, I was responsible for worldbuilding, the game's narrative, development of new characters, directing voice actors, and crafted a suite of cutscenes and dialogues.

Genre: Hack’n Slash
Team Size: 7
Duration: 2 years
Engine: Unity
Company: Vortex Indie Games

My Contributions:

- Developed the worldbuilding, weaving the Tupi-Guarani indigenous cosmovision elements into the narrative;
- Created an array of characters to compose the world;
- Developed all the quests, quest objectives, dialogues, and rewards;
- Worked with the programming team to adapt the dialogue chart to the team's Unity scripts, and implemented the dialogue inside Unity Engine;
- Directed the voice actors;
- Deep involvement in the game design process and level design;​

Work Process

Database:

Organized the Narrative Database - where the team had quick access to:

  • Character panels - Quick descriptions about the character, images, backstory, narrative reason for the character to be implemented, where they appeared, etc;
     

  • Locations - A short description and concept art for the places the player will visit in the game;
     

  • Important Events - In-depth description of in-game lore with important events from the game lore and what will develop during gameplay;
     

  • Missions - Database for the game design and level design team with all the main quests + side quests with short descriptions, long descriptions, the requirements to fulfill the mission, and a step-by-step guide of how it should play.

Spreadsheets:

Created spreasheets to organize:
 

  • Master Script: a spreasheet to locate all the dialogues in the game, the triggers connected to it, the event orders, etc;

 

  • Voice Actor Sheet: a spreasheet for voice actors with a quick description of the character, backstory, concept art for context, and all the dialogue lines for said character;

  • In-game dialogue sheet: following the programming team guidelines, a spreasheet adapted for Unity, to better implement the dialogues in the game system.

Scriptwriting

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Created a script for the narrative inside the gameplay to help the voice acting team and the internal team better visualize the flow of events and the story.

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Sunward: BR101
Narrative Designer

After learning the truth about his brother, Ariel goes on a road trip with Madalena, a fortune teller, to find his family once and for all.

As a Narrative Designer, I was responsible for worldbuilding, the game's branching narrative, development of all game characters,  and crafted a suite of cutscenes and dialogues.

Genre: Narrative Adventure Game
Team Size: 7
Duration: Currently
Engine: Unity
Company: Vortex Indie Games

My Contributions:

- Developed the worldbuilding, characters, and storylines;

- Developed level design, puzzles, main objectives;

Work Process

Database:

Organized the Narrative Database - where the team had quick access to:

  • Character panels - Quick descriptions about the character, images, backstory, narrative reason for the character to be implemented, where they appeared, etc;
     

  • Locations - A short description and concept art for the places the player will visit in the game;
     

  • Important Events - In-depth description of in-game lore with important events from the game lore and what will develop during gameplay;
     

  • Missions - Database for the game design and level design team with all the main quests + side quests with short descriptions, long descriptions, the requirements to fulfill the mission, and a step-by-step guide of how it should play.

Articy:draft 3

As a branching narrative game requires dealing with numerous variables and choices, Articy:draft 3 was the perfect fit for the expectations.

  • Branching narrative: with articy, I'm able to provide a better visualization of the game's possible outcomes;

  • Easy integration with engines: Articy's integration system allows me to directly integrate my work into the game's engine and make adjustments within the game.

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Feelings
Narrative Designer & Game Designer

Feelings is a puzzle story-driven game about Sarah, a young adult girl that is losing her battle against anxiety and depression.

As a Narrative Designer, I created the game’s narrative, developed and implemented the two cutscene variation methods (animation/motion graphics), introduced a new narrative engine (articy:draft 3), worked alongside with the game design team to help develop game mechanics.

Genre: Adventure, Puzzle
Team Size: 20
Duration: 2 years
Engine: Unity
Company: Lumo Entertainment

My Contributions:

  • Designed the game's narrative;

  • Developed the character's backstory, personalities, motivations and relationships;

  • Wrote the dialogues;

  • Wrote cutscenes (in game and cinematics), game scripts;

  • Wrote marketing material description;

  • Wrote items descriptions

  • Implemented a new workflow for narrative using Articy:draft 3;

  • Created the in-game dialogue system;

  • Sorted out game design enhancements;

  • Acted as quality assurance/game tester;

  • Spokesperson and game representative in conventions and podcasts (BGS 2022, Leevel GG, Galinha Viajante);

Personal Projects

Writing Samples

Cozy/Casual

About

About me

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