Games and graphics engines
My own C++23 engine on SDL3: 2D/2.5D rendering, editor, debug console and a test suite. Also Godot prototypes when an idea needs to move fast.
Developer and technology lawyer
I write software that has to actually work: a C++ graphics engine, apps that run on real phones, systems that hold up an entire office working on top of them. And I also write the contract that holds up what was built — the two careers have run side by side since 1996.
Rio de Janeiro, Brazil
My own C++23 engine on SDL3: 2D/2.5D rendering, editor, debug console and a test suite. Also Godot prototypes when an idea needs to move fast.
Native C++ applications with their own interface, ported across macOS, Windows, Linux and Android from a single codebase.
Python backends with FastAPI and PostgreSQL, hand-written frontends, spreadsheet imports, integrations, and an admin panel real people can actually use.
A 2-bit didactic computer designed from scratch: specification, breadboard circuit, emulator, assembler, compiler, and the languages that run on it.
Development and technology-transfer contracts, getting startups ready to take investment, due diligence. I founded two software companies holding both the legal and the engineering side — I can read the contract and the code of the same project.
Some of what is live or under construction. Each one is code I wrote, not a no-code tool configured.

One-input orbit defence: reflect the head of a lane and let the chain reaction clear the swarm.
A core ringed by light; you steer a single deflector. Motes fly in along radial lanes — reflect the head and it rockets back through its own line, detonating the rest, and every link in the chain raises the multiplier. Each wave, pick one of three upgrades (wider arc, ricochet, slow field, echo pulse…). One 103 KB HTML file, zero dependencies or assets: neon geometry and synthesized audio. A bad run ends in 90 seconds; a good one lasts 10 minutes. Playable in the browser now.

A physics game starring a crash-test dummy, developed under contract for Germany's Caipirinha Games.
Development ran from 2010 to 2012, with a contract, an addendum and fourteen invoices across the period — the iPad build comes from that phase. The title later shipped through Austrian publisher Toplitz Productions as “The Adventures of 00 Dilly”, for Switch, Xbox and PC. The same Caipirinha partnership also produced Pilotfarm, WOD, RFYL, Dinky and Empire.

A cyberpunk arcade shooter for iPhone, picked by Apple for the App Store's “New & Noteworthy”.
Released in October 2010 under the Beegames Ltda. label and picked for the App Store's featured shelf, in the same list as Minecraft Canary. Six levels, fourteen enemies, six bosses and eight power-ups, with an electronic soundtrack written for the game, twin on-screen sticks, and scores and achievements through OpenFeint. It was part of an iOS catalogue that also included Peg Solitaire, BlackJack, Sweet Match, Paper TicTac, Sourcerer Apprentice and Pirate.

A strategy game with Mesoamerican-inspired 3D characters.
Warriors with headdresses and axes, modelled and textured to read clearly on a small screen. Made in the production line for Caipirinha Games.
An installable web app for a sticker album, with collection tests.
Runs full screen on a phone as an installed app, with no store and no server.

A winter puzzle game with a 3D bear, penguin and snowman.
A small cast and an ice setting: the bear in a green coat, the fishing penguin and the snowman with a red scarf. Concept art drew a lamp-lit skating rink before it became a model.

Five sustainability games used by the Brazilian Government at Rio+20 — played by 81,549 people.
I was game designer and project leader on all five games, made with FIESP, FIRJAN and SESI. The player raises a city on an isometric board and sees the consequence of every choice: waste, pollution, collection. The closing report, from June 2012, counted 31,325 registered teams and 81,549 people who played. The games were used by the Brazilian Government at the Rio+20 UN conference, and the project took first place at AMCHAM Rio's Brazil Environment Award in 2013.

An atmospheric adventure set entirely inside a train carriage.
A single enclosed set, lit by weak, filtered light: damask wallpaper with damage variants, worn wood, red upholstery. The game leans on what the gloom hides, not on what it shows.

A farming simulator drawn from photographs and plans of a real German property.
The client sent farm photographs annotated in German — where the drain sat, how the slab drained — and from those the site was hand-drawn and then built in 3D. One of the projects in the Caipirinha Games line.

A Godot game prototype with a kraken whose tentacles are generated in code.
The eight tentacles are not canned animation: they are generated at runtime by a four-hundred-line script controlling segment count, tip taper, rest direction and curvature, reacting to movement. Around them, a rigid body with locked rotation and a camera that follows with slack. The octopus itself is a third-party 3D model — the work here is the motion, not the sculpting.

A social board game set in a 3D city, with friend invites and a ranking.
A prototype life-board game in a 3D isometric city, with social login, friend invites and a ranking — in the same visual line as BeeGames' educational games.

A candy match-3 for iPad, with its own dessert artwork.
A match-3 puzzle for iPad, with a candy board and in-house artwork. Part of BeeGames' casual catalogue.

An isometric city-building educational game, in the vein of Heróis do Futuro.
An educational game in a 3D isometric city built for the industry system (Firjan), a sibling of Heróis do Futuro: the player builds and manages the city while learning.

An adventure co-produced with Germany's Caipirinha Games (German title “Lauf für dein Leben”).
An adventure made under the Caipirinha Games partnership — the same that produced 00 Dilly, Pilotfarm and Empire. German title “Lauf für dein Leben”.

Mobile blackjack, shipped in Android and J2ME builds for feature phones.
A blackjack game from BeeGames' casual catalogue, ported to both mobile platforms of the day — Android and Java ME.

An arcade game from BeeGames' catalogue.
An arcade game from BeeGames' catalogue. (Description to confirm — drawn from the archive screens.)

A pack of casual feature-phone games (Java ME): Fruit Salad, Peg Solitaire, Pirates, Butterfly and Tic-Tac.
A set of casual feature-phone games (Java ME) from BeeGames' early days: Fruit Salad, Peg Solitaire, Pirates, Butterfly and Tic-Tac.

A 2-bit didactic discrete computer, designed end to end: circuit, emulator, assembler, compiler, IDE and two languages.
The project brings together the machine specification, the physical breadboard build, the emulator, the Sting assembler, the compiled language Nectar, the scripting language Honey and the retro IDE Hive Workbench. The Workbench runs on macOS with Metal, on Android — the APK is built, with its own icon: a honeycomb hexagon holding a bee face drawn as circuit traces, with two square eyes, one per bit — and, in the version under construction, on a portable SDL3 host with a Windows x64 executable that self-tests before it opens.

A 2D/2.5D super-scaler game engine written from scratch in C++23 on top of SDL3.
The engine has its own renderer, an asset system, music and sound effects, a separate editor, a sandbox for experiments, and an in-game debug console with read-only commands for renderer, assets and display. The test suite runs with the build through CTest.

A board designed and manufactured, and the graphics software that runs on it — raycaster included.
The board is an RP2040-Zero with an OLED display, a temperature and humidity sensor and three buttons, drawn in KiCad all the way to manufacturing output: schematic, copper, mask, drill and silkscreen — with the sobee.it mark drawn as a footprint so it prints on the laminate. On the software side, SSD1306 and ST7735 drivers written from scratch, bitmap fonts, drawing primitives, and then a Wolfenstein-style raycaster and an engine with map, levels and controller, all in MicroPython. This is the bench that Hive-2 and HyperScale came out of: building the computer, and building the graphics engine that runs on it.

A management system for an entire parliamentary office, in daily use by a real team.
Over sixty screens covering contacts, community leaders, constituent requests, bills, official letters, surveys and reports. FastAPI backend with PostgreSQL, Excel import, PDF generation, Google Drive integration and Telegram alerts. The frontend is hand-written, with eight visual themes and role-based access control.

A perception-survey platform, with a five-step questionnaire builder.
The administrator builds a survey through a wizard — details, segmentation, indicators, platforms and preview —, imports the audience from a spreadsheet and publishes to web, e-mail, plugin, iOS or Android. Results come back as perception indicators and export to Excel. Over two hundred PHP files on MySQL. In 2013 Riosoft named it the most innovative technology project in the state of Rio de Janeiro.

A law firm's website, from sitemap to code — with a client area and a news section.
I did the whole path: sitemap, wireframe, layout and then the code. Navigation with the firm, contact, a client area, news and downloads; search and newsletter sign-up in the footer, with both addresses — Rio de Janeiro and Petrópolis. It is the site of the firm where I practise law, which closes the circle: the same pair of hands wrote the contract and the page.

A digital agency, with its own long-scroll website and a hand-built admin panel.
The site is from 2013 and still opens intact today: showreel, about, team, cases and clients sections, with a carousel, a lightbox gallery and custom typography served in four formats, because back then every browser wanted its own. Behind it sat a hand-built PHP admin panel.

The portal for Rio's federation of transport companies, from navigation diagram to trilingual front-end.
MoBee's most complete piece: navigation diagram, a wireframe for every page, 38 designed screens and the front-end built — in Portuguese, Spanish and English, with search, polls, newsletter sign-up and RioCard integration.

A state deputy's institutional site, built as a record of the mandate — with bill number, date and destination.
The premise is not to ask for trust: every claim carries the bill number, the date and where the money went. The site is split into areas of work, what was done, street presence, territory, and a sign-up for those who want to be notified. Hand-written, no framework, and wired to SIGAB — the system that feeds the data behind it.

A nutritionist's website, with a private panel where she swaps photos and publishes on her own.
A single page, locally served fonts, zero outbound requests. Behind it, a Python standard-library service receives photos, validates the file's real signature, crops to the chosen framing and swaps the live image atomically. The visits panel reads the nginx log and shows counts only — no IP address is ever stored.

The house bee: mascot, logotype, business card and stationery for the game studio.
The BeeGames mark is a cartoon bee with a mischievous face — and it works on its own, without the name beside it, which is the test every mascot has to pass. Out of it came the yellow card, the proposal letterhead in Portuguese and English, the fax sheet, the social covers and a set of black silhouettes for when only one colour fits.

A brushstroke cuts through the name — MoBee's mark in five colours, and the card that came from it.
A classic serif in grey, and across it a diagonal coloured brushstroke passing behind the letters. The same mark in orange, lime, blue, lilac and pink: each partner carried their own colour, a solid-colour back and a white front. In the studies the brushstroke even becomes a fingerprint — mobile everything, but with somebody's hand on it.

Mark and cards for an oil and gas supplier.
A dark card with a QR code, contacts and a downtown Rio address, drawn as a template: six named versions came out of the same file, one per person at the company. AVBS is also a client of the law firm where I practise.

Business cards for a medical practice, in two versions.
Dark stock with light type and the specialty leading. Two versions closed as vector and print PDF, presented in a mock-up so the client could see the card before it existed.

A law firm's mark, with seven signature variations.
An FR monogram in two blues, and the study produced seven signatures: open, closed, left-aligned, white type, black type, with an arrow and with a globe. Each exists for a different place — letterhead, e-mail signature, signage.

The firm's full identity: symbol, typeface, stationery, stamp and document formatting.
The gold lozenge holds two crossing Fs — two names in a single signature. Everything else came out of the mark: the institutional folder, the notebook, the copy-and-service stamps, even the formatting standard for court filings. Later it became the website, which is right next door. It is the firm where I practise law, so I designed the brand from the inside.

A mark for a law and legal consulting practice.
A solid-stroke mountain with a red arc at its base. Delivered as vector and exported at nine sizes, from favicon to print use, so nothing is left to interpretation when it gets applied.

A psychologist's card: two studies, the jigsaw and the question mark.
The name set lower-case and letter-spaced, no separated surname — vitoriaduarte, one word, the register of someone who meets you where you are. Behind it, a watermark: in one version four jigsaw pieces locking together, in the other a question mark. Two readings of the same work — putting back together, and asking.

An iPad app for Caixa Econômica Federal, with branch finder and lottery results.
The binary still exists and tells the story: bundle `be.mobee.CAIXA`, built with the iOS 5.0 SDK and running from iOS 4 up. Inside it is a native shell around a web view — the right call for a dashboard the bank needed to change without going through store review. The content came from the servers of ds|one, the digital agency on the account. On screen: branch network, 24-hour points, Mega-Sena results, products, insurance, citizen services, investments and housing.

A studio I founded and ran as CEO: over twenty games in the portfolio, incubated at Brazil's National Laboratory for Scientific Computing.
I founded it in November 2008 and ran it until 2012, holding both the legal and the technology side: game design, project and team management, public funding, angel investment negotiation with Gávea Angels, and programming in Java. The company was born inside the incubator of Brazil's National Laboratory for Scientific Computing, under the Ministry of Science and Technology, and won a R$120,000 PRIME grant. The catalogue passed twenty games across iOS, Android and J2ME, and reached Mexico, Peru, Argentina, Australia, Singapore and China. I was project leader for two German publishers — Bigpoint and Caipirinha Games — and lead programmer on BlackJack 21 and Paper Tic-Tac. O Globo ran a full-page feature on the company in April 2009.

An app company I founded: Caixa Econômica Federal, Fetranspor, Rio Mood, DRI.K.
Apps and portals between 2008 and 2012, with the Fetranspor portal and the Caixa app as the larger pieces. Rio Mood, an iPhone city guide, also came from there, along with the DRI.K and RMC apps — the latter with wireframes and layout delivered before any code.

A Rio city guide for iPhone, with neighbourhood news, places and search.
A hand-drawn brand — a loose-line bicycle —, tabs for news, search, places and contact. The articles carried neighbourhood photography, from the Botanical Garden to Parque Lage.

iPhone app for DJ DRI.K — sessions, bio, photos and social, in a dark electronic-music look.
An iPhone app for DJ DRI.K (deep, tech, house, techno), with sessions/podcast, bio, photos and social. A MoBee project.

An iPhone nightlife app — venues, photos and social.
An iPhone nightlife app, with venue listings, photos and social. A MoBee project. (Description to confirm.)

A Copa América app: pick your team and browse trivia, with sponsors.
An iPhone Copa América app — the fan picks a team and gets trivia. Shipped with sponsors (Copa América and Copa Kia editions).
Every module goes through specification, an executable model, tests and documentation before it counts as done. That holds for the 2-bit computer and for a plain data-entry screen.
If I cannot make a test fail on purpose, it is not testing anything. Only after that do I open the browser.
This site loads nothing from outside: no CDN, no remote fonts, no tracker. The visits panel reads the server's own log and stores counts only.
If you have a project, a stalled prototype or a system that needs serious maintenance, write to me.
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