Build Your AI
Build an AI racer in three taps and watch it assemble in 3D. Your choices decide what it has to dodge on a neon highway, and the run freezes one step before impact.
- TypeScript
- Three.js
- GLSL
- Procedural 3D and audio
Brazil · UTC-3 · Remote
Playable Game Developer
I turn creative briefs into short, polished playable experiences, in HTML5 with TypeScript, Three.js and Pixi.js, or in Unity. I use AI tools every day to build faster, and I review and own everything they produce.
Playable ads
Each one is a complete playable: first-tap gameplay, tutorial hand, game feel, end card and CTA, shipped as a single HTML file for ad networks. Press Play to run it inside the phone, or open it full screen.
Build an AI racer in three taps and watch it assemble in 3D. Your choices decide what it has to dodge on a neon highway, and the run freezes one step before impact.
A cave-in has trapped a miner and the TNT fuse is lit. Match gems under the rubble and the rocks pour into the holes with real physics until the way out opens. Every model was built in Blender through an AI-driven pipeline.
Sweep a wrecked yard, watch the house rebuild itself, then paint the walls and roof with a roller. Every model was built in Blender through an AI-driven pipeline.
Tap a color and a drop of paint jumps onto the picture and splashes a wave across every matching cell. The font, logo, icons and sounds are all generated by code.
AI workflow
AI agents write much of my code and generate many of my assets. My job is the direction and the review: I play every build, find what is wrong, and fix it or send it back.
Scope, flow, art direction and the one feeling the ad has to leave. I draft with ChatGPT, then edit it myself.
Claude Code writes TypeScript and shaders in the repo, one commit per milestone. Through the Blender MCP it also models the 3D assets.
I play every build on a phone and on desktop, at every aspect ratio, and check the console, the frame rate and the build size.
I send back what feels wrong, fix art by hand when that is faster, and can explain every line that ships.
The first build ended on a reveal and a CTA, and it left the player asking "so what?". I designed a runner end card where your choices decide what your racer has to dodge.
Build Your AI →I spotted flickering stripes on the building windows. The cause was interpolation noise amplified by a hash in the shader, so the fix was flat varyings, not a depth offset.
Build Your AI →I fixed three generated models by hand in Blender, then had the pipeline re-export from the .blend file instead of regenerating over my edits.
Build Your Dream House →I asked for a pixel-art wink on the finished picture, then cut it after seeing the build: at that size no one notices it, so it only cost processing.
Pixel Splash →Beyond playables
My own mobile game, published under my Toninha Games label. I took it from idea to store on my own: gameplay, UI, ad integration, in-app purchases, analytics and release.
See it on Google Play
▶ Watch the VFX reel
Real-time VFX, shaders and 3D art, optimized for mobile and standalone hardware.
ArtStationAbout
I'm a Playable Game Developer and Technical Artist with 8+ years in game development and 3+ years focused on playable games, interactive ads and rapid prototyping.
I take a creative brief to a shipped, optimized build on my own: mechanics, UI, onboarding, feedback and polish, then testing across devices and delivery. I work in Unity and C#, and in TypeScript and JavaScript with Three.js and Pixi.js. My background in 3D, VFX and shaders means I can also build and optimize the art myself.
AI tools are part of how I work every day, for code, prototyping, 3D assets and audio. I'm comfortable working with little direction in a fast-moving team, and I talk directly with design, product and engineering.
I'm open to remote work. Based in Brazil (UTC-3).