Humble Software Bundle (campanha)

Uma campanha de aulas para começar a desenvolver videojogos com o motor Godot. Com o titulo “Zero to Hero Gamedev – course/learning bundle – zenva” e com o texto de apresentação: “Here’s the situation: You’ve got ideas for designing the perfect video game, but you just don’t have the skills yet to make it happen. Luckily, we have just the bundle for you, chock-full of the game development software you’ve always wanted for a fraction of the price. Design whole worlds in all kinds of game genres in Unity, Godot, and Blender; take game developer practice exams for multiple engines; and learn how to 3D model environments, characters, and items completely from scratch! “.
Da lista faz parte:
“3D Action-Adventure Game in Godot – Unit 1 – Characters
3D Action-Adventure Game in Godot – Unit 2 – Inventory
3D Action-Adventure Game in Godot – Unit 3 – World
Build a Complete 2D Platformer in Defold
Build a Complete Stealth Game with Unreal Engine
Build a Retro-Style Platformer in Phaser 4
Create Your First 2D Game in Unity (2026 Edition)
Create Your First 3D Game in Unity (2026 Edition)
Create a Complete 2D Action RPG in GameMaker
Create a Micro Turn-Based RPG in Godot
Create a Spanish Teaching Game with C# and MonoGame
Create a Virtual Pet Game with Phaser 4
Develop a Complete 3D Platformer in Godot
Explore Storytelling for Games
First-Person Exploration Game in Unreal Engine (2026 Edition)
Godot 4 Mini-Projects
Intermediate Python – Learn Pygame by Making a Game
Intermediate Python – Virtual Pet with Pygame
Intro to Computer Graphics
Intro to Game Design
Intro to Game Development with GameMaker
Intro to Game Development with Unity
Intro to Godot 4 Game Development
Intro to Pygame
Intro to Rigging Models in Blender
Intro to Unreal Engine Game Development
Learn 3D Modeling with Blender from Scratch
Learn Game Development with Defold from Scratch
Learn Phaser 4 by Making a Game
Make a Farming RPG from Scratch with Defold
Make a Fully-Fledged 2D Action RPG in Defold
Make a Fully-Fledged 3D Platformer with Unreal Engine
Python Projects – Object-Oriented Game
The Comprehensive Introduction to C# Programming
UI/UX for Game Design
UV Mapping in Blender for Beginners
Unity Associate Game Developer Certification Practice Exam
Unity Associate Programmer Certification Practice Exam
Unity Mini-Projects – C# Fundamentals
Unreal Engine Mini-Projects”

+infos(oficial): LINK

Uma campanha de assets de ambientes de guerra e alguns veículos para serem usadas na construção de videojogos com o motor Unreal e Unity. Com o titulo “War + Wastelands – kitbash 3D” e com o texto de apresentação: “Get 500+ quality assets to create gritty conflict zones, post-apocalyptic landscapes, and cinematic combat scenes with the Wars and Wastelands bundle by KitBash3D. Featuring environments, props, and vehicles, this collection gives artists the tools to world build with speed and flexibility. From beginners to indie creators and major franchises like The Last of US, these fully customizable assets are built to fit into your workflow and deliver pro-level quality. Compatible with Unreal, Unity, and more.”.
Da lista faz parte:
“DMZ
DMZ Materials
Warefare Vehicles
Warfare
Warfare Materials
Warzone Assault Vehicles: Infantry Fighting Vehicle
Warzone Assault Vehicles: Large Equipment Transport Truck
Warzone Assault Vehicles: Mobile Rocket Launch System
Warzone Assault Vehicles: Tank
Warzone Transport Vehicle: General Purpose Vehicle
Wasteland
Wasteland Materials
Wasteland Vehicles”

+infos(oficial): LINK

Uma campanha de assets de personages e algumas animações para serem usadas na construção de videojogos. Com o titulo “Massive Game Dev Asset Collection” e com o texto de apresentação: “Game developers—build the worlds you’ve always dreamed of with this bundle of ready-to-use assets from Bugrimov Maksim. Unlock fantasy-themed NPCs, creeping creatures, instruments of war, FPS weapon animations, and more. These asset packs are packed with professional-quality style and detail, helping you save time and money when you shop with Humble.”.
Da lista faz parte:
“10 Creatures (Pack)
14 Orcs Pack
41 Animations For Monsters
56 Animations For Creatures
92 Animations For Warrior
Adventure Characters (Pack)
Aliens Warrior (Pack)
Animals Warrior (Pack)
Astronauts (Pack)
Baby In Capsule
Cartoon Zombies (Pack)
Creatures Insects (Pack)
Creatures Mega (Pack)
Creeping Creatures (Pack)
Customized Post Apocalyptic Characters
Cyber Characters (Pack)
Drunk Man Animations
Dwarfs (Pack)
Dystopia Soldiers (Pack)
FPS ANIMATIONS PISTOL (TACTICAL SHIELD)
FPS Automatic Gun Animations
FPS Automatic Rifle 01 Animations
FPS Automatic Rifle 02 (Animations)
FPS Automatic-Shotgun Animations
FPS Devices
FPS Pistol (Single)
FPS Pistol And Knife Animations
FPS Rocket Launcher Animations
FPS STARTER (PACK)
FPS Sci-Fi Hands Empty
FPS Sniper Rifle 03 (Animations)
FPS Sniper Rifle Large Calibre (Animations)
Fantasy Animal (Pack)
Fantasy Characters (Pack)
Fantasy Enemies (Pack)
Fantasy Warriors (Pack)
Female Soldiers (Pack)
Fighters (Pack)
Geek Room
Humanoids Creatures (Pack)
Humanoids Monsters (Pack)
Knights (Pack)
Launcher Animations
Military (Pack)
Military Drones
Monster In Capsule
Monsters Underwater (Pack)
NPC Beggars (Pack)
NPC Characters Female (Pack)
NPC Characters Male (Pack)
NPC Charaters Kids (Pack)
NPC Dystopia Characters
NPC King And Queen
NPC Prisoners
NPC Sailor (Adventure)
Old Gangster
PBR Statues
Parasites (Pack)
Post-Apocalyptic Characters (Pack)
Primitive Characters (Pack)
SAMURAI
Sci-FI Creocapsule
Sci-Fi Characters (Pack)
Sci-Fi Characters (Pack) Vol.2
Sci-Fi Experimental
Sci-Fi Hands With Knife (Animation)
Sci-Fi Line With 3 Creatures
Sci-Fi Mercenaries (Pack)
Sniper Soldier
Soldier Future 01
Soldier Future 02
Soldier Future 03
Spear And Shield Animations
Tactical Masks
Underwater odyssey
Viking (Customized)
Weapon And Shield Animations”

+infos(oficial): LINK

Uma campanha com aulas para aprender a trabalhar com o Godot e “vendidas” pela matla do GameDev.TV. Com o titulo “Learn to make games in Godot – gameDev.tv” e com o texto de apresentação: “Become a game dev mastermind when you harness the power of Godot! Learn how to create your own action RPG from the ground up with compelling combat mechanics, develop your own gravity-defying 3D platformer, build a 2D action-adventure game, and so much more with this curated bundle of approachable learning courses. Harness the power of Godot to bring your dream game to life, all for a price you choose.”.
Da lista faz parte:
“Complete Godot 2D Course: Develop Your Own 2D Games Using Godot 4
Complete Godot 3D Course: Develop Your Own 3D Games Using Godot 4
From Blender to Godot Course: Game-Ready Assets, Characters and Animation
Godot 4 C# Action Adventure Course: Build your own 2.5D RPG
Godot 4 Shaders Course: Craft Stunning Visuals
Godot 4: Build a 2D Action-Adventure Game Course
Godot 4: Build an Action Combat RPG Course
Godot 4: Create and Master Custom Plugins Course
Godot Character Controller”

+infos(oficial): LINK

Uma campanha de assets para serem usados em motores de videojogos. Com o titulo “Asset Store Mega 15” e com o texto de apresentação: “Fortify your asset library with this mega bundle of top-notch audio and video kits designed to save you time and effort. Add dynamic bursts of action with amazing adventure kits, make your spellcasters’ magical attacks pop with color and texture using master FX packs, and make every inch of your game’s environment feel lived-in with pro-quality sound effects kits—and so much more..”.
Da lista faz parte:
“100 Topdown Monsters Vol. 1 – Pixel Art
Action Adventure Kit
Airport Terminal Scene – High Detail
Chroma: Easy Pro Shaders
City Pack
Cute Pet
Dark Medieval Village Environment Megapack (Modular with Full Interiors)
EndlessBook
English Tracing Book
ForestLake
GUI – The Stone
Game Launcher – Patcher and Updater
Game Makers Sound Effects Kit Part 1
Jelly Merge | Template + Editor
Lumen: Stylized Light FX 2
MONSTER FULL PACK VOL 3
Map Graph
MasterMagicFX
Mesh to Terrain
Modular city with bridges, tunnels and physics assets.
POLYGON MINI – City Pack – Art by Synty
Physics Hand
Pirate Island (Pirate, Pirates, Island) Environment
Platformer 9 Heaven – Low Poly 3D Models Pack
Procedural UI
RPG/FPS Game Assets for PC/Mobile (Set v9.0)
Real-Time Weather PRO
Remo – Remote Runtime Editor
Runner Clash Template : Hypercasual Starter Kit
SciFi Space Colony
Simple Apocalypse – Cartoon Assets
Stronghold Village
Stylized Dungeon-Modular Environment
Stylized Fantasy Outfits Pack #1
Toon Zombies – Extended Pack
Tower Defense Pack – Low Poly 3D Art
UI Toolkit Scroll View Pro – Infinite Scrolling, Snapping, Paging
Ultimate Terrain
Word Connect Puzzle Game Template”

+infos(oficial): LINK

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as talks de Leiria Con 2026

Já estão disponíveis os videos das sessões das Leiria Con 2026.

Este é um dos principais eventos que decorre em Portugal relacionado com jogos de tabuleiro. Para além dos vários espaços lúdicos tem existido também espaço para palestras e apresentação de trabalhos relacionado com o desenvolvimento e uso deste tipo de jogos.

+infos(oficial): LINK

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livro “The Ultimate Micro-RPG Book 40 Fast, Easy, and Fun Tabletop Games” por James D’Amato

Este é um livro que vem fazer companhia a outros livros intitulado “Roll for Learning: 51 Micro Tabletop Role-Playing Games to Use in the Classroom” ou também o “Education and Analog Role-Playing Games TeachRPG – Tabletop Role-Playing Games in the Classroom, Volume II”. Este livro “The Ultimate Micro-RPG Book 40 Fast, Easy, and Fun Tabletop Games” por James D’Amato tem como tema apresenar mais um conjunto de jogos de tabuleiro em formato RPG que podem ser facilmente usados em contexto de sala de aula ou não. Do conteúdo surge o seguinte:

“Enjoy these 40 expertly crafted micro-RPGs that are fast, fun, easy to learn, and come in a variety of genres—from space exploration to jungle dungeon crawlers—everything you need to pick up and play today.

Get gaming fast with The Ultimate Micro-RPG Book including brand-new micro-RPGs created by experts across the gaming world. From space exploration to jungle dungeon crawlers this book has everything you need to pick up and play today.

With these quick-start games, you can create your own adventures, alone or with friends, without any prep, and with minimal set up and pieces. Whether you’re new to RPGs or working towards your level 20 mage, this collection is a great way to try out different games and systems, and test your roleplay skills on different character types and situations.


+infos(oficial): LINK

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livro “Playing with Balance Game Economy Design” por Oscar Clark

um livro para ler mais tarde. estive com o autor em Lisboa por ocasião de uma Game Dev e mais recentemente tenho ouvido os podcasts dele, e agora surge com um livro. Eis a apresentação:
Playing with Balance: Game Economy Design is your guide to understanding why games are unlike any other medium: they are built on verbs, not nouns. Players don’t just watch or read – they do. Every choice, action, and interaction forms part of a living system designed to engage, challenge, and reward.

Great game economies are about far more than numbers or virtual currencies. They are intricately designed systems that blend anticipation, frustration, fear of missing out, and the relief of success. Through systems thinking, we can create experiences that keep players coming back – not through manipulation, but by balancing curiosity, challenge, frustration, and satisfaction across days, weeks, and months of play.

Oscar introduces the three loops of engagement – Core, Context, and Culture – showing how they build authentically on intrinsic player motivations to create value loops that feel desirable, meaningful, and fair. These foundations provide a framework for designing progression, difficulty, and rewards that truly resonate with different kinds of players. You’ll discover why ethical design isn’t just the right thing to do, but a commercial necessity – and why short‑term exploitative tactics inevitably undermine long‑term loyalty and success.

Drawing on deep industry experience and insights from leading designers, this book combines diverse perspectives with practical tools to help you calculate value, balance economies, and adapt from launch through LiveOps.

Whether you’re building a small indie project or running a massive live game, Playing with Balance: Game Economy Design gives you the tools to craft mechanics that feel alive.

Table of Contents
1. Introduction
2. Defining an Economy
3. Defining a Game Economy
4. Why Do We Play? (And Pay?)
5. What Is a Game Anyway?
6. The Three Loops
7. Understanding Utility
8. Functions of Exchange
9. Sinks and Sources
10. Balance
11. Validating Your Game
12. Evolving Economies
13. Sustainability and Ethical Design
14. Game Design Principles in Other Industries
15. Conclusions

+infos(oficial): LINK

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Call for Short-Form Videogames: Game Poems ( Issue #2 )


Ideia muito fixe.. fica o registo e a partilha:
“Issue #2 is open to a wide variety of submissions. The soft theme for this issue is Videogames Inside. This gentle prod serves as a playful pointer to the fact that our magazine is fully interactive, a nod to the cover-mounted demo disks of years past, and a reminder and provocation that we consider game poems to be videogames.

Game poems sit at the outer edges of the videogame ecosystem, prodding, poking, and breaking expectations—but they still engage directly with videogames as a medium in a way that broader traditions within interactive art and digital poetry often do not.

For Issue #2 we welcome all varieties of game poem submissions, but particularly invite works that engage the material of videogames in a visible or intentional way, whether via familiar aesthetic conventions, interaction patterns, genre expectations, or platform constraints—or by foregrounding gameplay itself as a poetic device.

Deadlines
May 1, 2026: Register your intent to submit a game using this form (please do this as soon as possible)
July 1, 2026: Game submission deadline

The game submission form will be posted closer to the submission deadline of July 1. Register an intent to submit to be notified.
For details regarding the selection process, please see the submission guidelines below.”

+infos(oficial): https://www.gamepoems.com/submit

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livro “Next Level Making Games That Make Themselves” por Michael Cook

Mais um livro que gostava de ter acesso “Next Level Making Games That Make Themselves” por Michael Cook em que:
“In video games creativity isn’t just seen – it’s played – from exploring endless landscapes, to diving into character details, to immersing ourselves in unpredictable narratives. Yet these elements are often the result of procedural generation – the creative use of algorithms to design game content. Procedural generation is the secret behind some of the biggest hits in video game history, from genre-defying titles in the 1980s, to the most famous blockbusters of today.

Next Level demystifies the collection of algorithms and procedural techniques that are often as mysterious as the things they create. Written by game designer and creative AI researcher Mike Cook, it takes us on a tour of generative systems past and present, exploring how they work, the artistic uses they have in some of our favourite games and how procedural generation didn’t just change how we design games, but how we think about creativity.

Table of Contents
1: Elite and Rogue
2: Cut and Paste
3: Spelunky’s Shifting Walls
4: Noise
5: Minecraft
6. Simulation
7: Dwarf Fortress
8: Caves of Qud
9: Machine Learning and Generative AI
10: Evaluation
11: The Future”

+infos(loja): LINK

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reportagem: “Da ilha Terceira para a PlayStation: a Redcatpig pôs os Açores no mapa global dos videojogos”

A revista Forbes publicou um artigo intitulado “Da ilha Terceira para a PlayStation: a Redcatpig pôs os Açores no mapa global dos videojogos”, fica aqui o arquivo do texto:

A Redcatpig, estúdio de videojogos fundado na ilha Terceira, Açores, é hoje developer oficial para plataformas como PlayStation e Nintendo, combinando propriedade intelectual própria com co-desenvolvimento para grandes marcas internacionais. Desde 2019, cresceu de três para cerca de 50 colaboradores e Marco Bettencourt, CEO da Redcatpig, acredita que esta aventura é como um jogo: não vai parar por aqui.

A Redcatpig nasceu oficialmente em 2019, nos Açores, pela mão de Marco Bettencourt, CEO, João Toste, Diretor Artístico, e Bryan Freitas, Diretor Técnico. Criada na ilha Terceira, a empresa posiciona-se hoje como estúdio de desenvolvimento de videojogos com três frentes distintas: criação de títulos próprios, co-desenvolvimento com grandes estúdios internacionais e prestação de serviços de gamificação e soluções tecnológicas para clientes institucionais.

Sediada nos Açores, com presença também na Madeira e um escritório em Lisboa em processo de mudança para novas instalações, a empresa conta atualmente com cerca de 50 colaboradores, distribuídos entre a ilha Terceira (onde estão 16 pessoas), o continente e vários países, incluindo Espanha, Reino Unido e Tunísia. A equipa integra sete ou oito nacionalidades diferentes. A ambição é reforçar o quadro de colaboradores “porque os projetos assim o estão a exigir”.

Developer oficial para consolas globais
Entre os elementos distintivos da Redcatpig está o estatuto de parceiro oficial de grandes fabricantes de consolas. Apesar da sua condição insular (que poderia ser um handicap), a empresa é PlayStation Partner e Nintendo Developer, estando também em fase avançada de integração no programa de development da Xbox.

Este posicionamento permite-lhe desenvolver e adaptar jogos para diferentes plataformas, tanto em projetos próprios como em contratos internacionais. Num setor marcado por forte reestruturação global, com dezenas de milhares de layoffs acumulados desde 2022, a empresa afirma ter mantido uma trajetória sustentável. “Redcatpig, como é uma empresa sustentável, nunca fez lay-off”, afirma o CEO, referindo que entre 2022 e 2026 a indústria deverá totalizar cerca de 51 mil despedimentos.

Marco Bettencourt enquadra o contexto: “Tem havido um shift muito grande dentro da indústria, em que, digamos que os estúdios maiores têm canalizado bastante do seu trabalho para empresas externas”, numa lógica de externalização para reduzir custos fixos.

De três fundadores a um estúdio internacional
O percurso da empresa está ligado à história pessoal do fundador. Natural de Angra do Heroísmo, Marco Bettencourt viveu a infância no Rio de Janeiro (o que ainda hoje lhe empresta um sotaque ao português que fala), regressando aos Açores na adolescência. Sem oferta universitária alinhada com as suas ambições na área digital e tecnológica, construiu o seu percurso com formação complementar e experiência profissional em tecnologia, incluindo um período na Siemens, ligado à implementação de infraestruturas GSM na região, na altura para a TMN.

Depois de uma primeira empresa nos Açores na área do marketing digital, decide avançar para o setor dos videojogos com João Toste e Bryan Freitas. A Redcatpig nasce quando conseguem assegurar financiamento para dois anos de atividade, através de business angels, o qual foi fechado na Web Summit: “Num dia de Web Summit nós bloqueamos mais de metade do investimento necessário para dois anos de trabalho; por causa disso, a Web Summit tem um lugar especial no meu coração”, acrescenta Marco Bettencourt.

Entre 2019 e 2022, a empresa dedicou-se exclusivamente ao desenvolvimento do seu primeiro título próprio, KEO. O lançamento em Early Access na Steam, a maior plataforma de videojogos do mundo, em 2021, registou, segundo o CEO, “dois milhões de downloads em menos de três dias”. “Foi este momento que nos colocou, digamos assim, na indústria”, afirma.

Ao segundo título próprio, Hovershock, junta-se uma mudança estrutural no modelo de negócio, o co-desenvolvimento.

O peso crescente do co-desenvolvimento
O sucesso levou estúdios internacionais a contactar a Redcatpig para colaboração técnica. O que começou como exceção tornou-se central. “Eu nunca pensei em abrir esse novo business model que é o Code Development. Nunca pensei nisto. Para mim, a Redcatpig é apenas produzir os seus jogos”, admite Marco Bettencourt. “Posso dizer que, nesse momento, o nosso core business model é o Code Development.”

A empresa opera com contratos de Independent Contractor Agreement com entidades como a Netflix, a Sumo Digital e outros estúdios internacionais. O trabalho pode envolver desenvolvimento integral de um jogo com base num Game Design Document fornecido pelo parceiro, ou o reforço de equipas existentes com especialistas em áreas como performance, programação ou animação.

Um dos projetos que pode ser publicamente referido (muitas vezes, nestes casos, existem cláusulas de confidencialidade pois os estúdios maiores não querem que haja qualquer tipo de referência pública àquilo que eles não fazem diretamente) é o porting de Planet of Lana para Android e iOS. A adaptação do jogo, originalmente disponível apenas em consola Nintendo Switch, foi conduzida pela equipa da Redcatpig. “Nós fomos os responsáveis por esse porting, ou seja, pela adaptação do jogo, que é de consola, para essas plataformas mobile”, com a sua adaptação aos ecrãs táteis, explica o CEO, acrescentando que o título entrou no top 5 de vários rankings nas lojas digitais após a adaptação e com feedback positivo em relação às novas mecânicas do jogo “que foram desenhadas pela nossa equipa, em conjunto com o estúdio proprietário”.

Além do setor do entretenimento, a empresa desenvolve também soluções de gamificação para seguradoras, bancos e empresas de tecnologias de informação, explorando competências internas em arte, programação e gestão de projeto.

Açores como base estratégica
Num setor altamente concentrado em grandes centros urbanos, a localização nos Açores é assumida pela empresa, curiosamente, como vantagem competitiva. A Redcatpig começou na incubadora Startup Angra, passou pelo parque tecnológico Terinov e instalou-se recentemente numa sede própria na ilha Terceira.

Questionado sobre as dificuldades de operar a partir de uma região insular, Marco Bettencourt responde: “Vocês têm que me perguntar isso de outra forma. Quais são os benefícios de eu trabalhar nos Açores? Que dificuldades? Não encontro muitas.” E acrescenta: “O único pequeno senão de nós estarmos nos Açores é termos que adicionar, em algumas viagens, mais duas horas de avião.”

Marco Bettencourt mostra ainda o lado positivo de estar numa ilha dos Açores: “Eu gasto muito menos tempo no trânsito, por exemplo, sobrando muito mais tempo para mim”.

Para o CEO, a infraestrutura tecnológica criada na ilha, o apoio regional e a qualidade de vida funcionam como fatores de atração. A empresa indica ainda que tem registado interesse de colaboradores do continente e do estrangeiro em relocalizar-se para os Açores.

“Não é por estarmos em Portugal, muito menos por estarmos nos Açores, que ficamos aquém de qualquer tipo de produção dentro da indústria de videojogos. E a prova está aí, ou seja, sempre com muita resiliência, mas também com muito cuidado em relação às pessoas. Eu, hoje em dia, tenho um orgulho tremendo em dizer que nós temos grande parte da nata da produção nacional, que trabalharam ombro a ombro connosco”, refere Marco Bettencourt.

Reverter o brain drain
A retenção e atração de talento é um dos eixos centrais da estratégia da Redcatpig: “Eu acredito piamente que nós estamos aqui a ter um papel interessante no que toca a reverter um certo brain drain português”, afirma Marco Bettencourt. “Os portugueses queriam trabalhar em Portugal e queriam trabalhar para Portugal. Não havia as condições criadas.”

A empresa destaca ainda o reconhecimento como Great Place to Work e a aposta na progressão interna, com casos de colaboradores que entraram como juniores e evoluíram para posições intermédias e de liderança.

Em 2022, a Portugal Ventures entrou no capital da empresa, numa fase em que a Redcatpig começou a faturar. O primeiro ano com lucro foi 2023 e, em 2025, a empresa fatura três vezes mais do que em 2023, mantendo-se rentável, segundo o CEO.

Setor em forte crescimento
Numa era digital, o apelo pelos videojogos é grande, mesmo em Portugal, onde o consumo deste tipo de jogos foi estimado em cerca de 258 milhões de dólares em 2024, com uma taxa de crescimento anual composta superior a 11% até 2027. Entre 2018 e 2022, o volume de negócios do setor cresceu cerca de 65% ao ano, o número de empresas passou de 36 para 114 e o total de trabalhadores ultrapassou os 500. O Valor Acrescentado Bruto duplicou, de 12 para 23 milhões de euros.

A Redcatpig realça que se trata de uma indústria digital escalável, com forte vocação exportadora e efeitos indiretos em áreas como inteligência artificial, realidade aumentada e virtual, som e imagem digital e cloud.

Instrumentos como as Agendas Mobilizadoras do Plano de Recuperação e Resiliência têm promovido a articulação entre empresas e investigação, com impacto na criação de emprego qualificado e na desconcentração territorial, incluindo nas Regiões Autónomas. Neste quadro, a RedCatPig mantém parcerias de investigação aplicada e formação avançada com instituições como a Carnegie Mellon University, a IT University of Copenhagen e a Faculdade de Motricidade Humana da Universidade de Lisboa, além de presença regular em eventos internacionais como a Gamescom e o Tokyo Game Show, onde promove os seus títulos e estabelece contactos com publishers.

Próxima fase
Para 2026, estão previstas atualizações relevantes para os jogos KEO e Hovershock, incluindo a intenção de avançar para o full release de KEO e disponibilizar Hovershock em Early Access: “É importante dizer que a Redcatpig não é apenas um prestador de serviços. De maneira nenhuma. A Redcatpig continua a trabalhar nos seus jogos”, afirma Marco Bettencourt.

Todavia, entre as novidades para 2026 também se contam novos projetos de porting associados a grandes marcas e relacionados com eventos que terão lugar este ano: “No que toca a projetos com os nossos parceiros, temos alguns anúncios grandes a fazer provavelmente durante o primeiro trimestre de 2026, que envolvem grandes projetos com um dos nossos parceiros. Mas sobre isso ainda não podemos adiantar nada, neste momento”, diz.

A partir de Angra do Heroísmo, a empresa quer consolidar uma posição num setor global em transformação, afirmando-se como estúdio português com capacidade para desenvolver, adaptar e exportar videojogos para algumas das maiores plataformas do mundo.

+infos(oficial): LINK

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Humble Software Bundle (campanha)

Uma campanha de lições online para aprender a usar um game engine, e neste caso o Godot. Com o titulo “Learn Godot Complete Course Bundle 2026” e com o texto de apresentação: “Are you curious about game creation? Learn to harness the power of Godot, the ultimate open-source creation engine, with our 2026 Complete Course Bundle! Pay what you want to access professional-quality game creation courses like Metroidvania with Godot – Unit 1 – Platformer Basics, Monster Collector in Godot – Unit 1 – Overworld, and more, all for a low price you choose.”.
Da lista faz parte:
“2D Action RPG in Godot – Unit 1 – Player & Enemies
2D Action RPG in Godot – Unit 2 – Items & Inventory
2D Action RPG in Godot – Unit 3 – Overworld & NPCs
Construct a Crafting System in Godot 4
Craft an Inventory System with Godot 4
Create a Complete 2D Platformer in Godot
Create a Micro Turn-Based RPG in Godot
Explore Micro-Survival Games with Godot 4
Explore Storytelling for Games
Game Artwork
Git and GitHub for Godot – Version Control Essentials
Godot 4 Mini-Projects
Intro to Game Design
Intro to Godot 4 Game Development
Intro to Mobile Game Development with Godot
Intro to Pixel Art with Photoshop
Intro to UI/UX Design
Intro to Visual Shaders in Godot 4
Learn Game Optimization for Godot 4
Level Design for Beginners
Make an AI State Machine in Godot 4
Metroidvania with Godot – Unit 1 – Platformer Basics
Metroidvania with Godot – Unit 2 – Combat and Levels
Monster Collector in Godot – Unit 1 – Overworld
Monster Collector in Godot – Unit 2 – Battle System
Monster Collector in Godot – Unit 3 – Gameplay Loop
Practical Pixel Art Techniques in Photoshop
Swipe Detection Game – Godot Mobile Projects
The Complete Local Multiplayer in Godot Course
Tower Defense Game in Godot – Unit 1 – Base Game
Tower Defense Game in Godot – Unit 2 – Enhanced Towers”

+infos(oficial): LINK

Uma campanha de assets para o agem engine da Unity. Com o titulo “Top Notch Unity Assets by Chris West” e com o texto de apresentação: “The Top Notch Unity Assets Bundle is here to help you create effortlessly. Streamline the development process behind your next project with a curated bundle of ready-to-use Unity assets by Chris West. Save time and money with beautiful and practical prefabricated asset packs like the Full Sail collection—the ultimate tool for realistic movement on sails and other cloth-like objects—and Texture Studio, the perfect rendering platform for clothing, buildings, and more.”.
Da lista faz parte:
“Full Rig
Full Sail
Mega Cache
Mega Flow
Mega Scatter
Mega Shapes
Mega Wires
MegaBook 2
MegaFiers 2
Texture Studio
Vulcan”

+infos(oficial): LINK

Uma campanha de assets da Polygon. Com o titulo “L” e com o texto de apresentação: “Build the game of your dreams in any setting or scenario with our Level Up: 5K World Building Assets Bundle. The possibilities are endless—this massive library has everything from medieval to cyberpunk, gothic to ‘80s-inspired styles. Bring life and style to your projects with assets that let you create specialized hospitals, atmospheric taverns, underground subways, and more.”.
Da lista faz parte:
“CryptForge: Modular Dungeon Building Kit (FAB Professional License Key)
Cyberpunk City Megapack (FAB Professional License Key)
Cyberpunk City Megapack (Unity Asset Store Key)
Dark Fantasy Weapons (Unity Asset Store Key)
Dark Fantasy Weapons Bundle (FAB Professional License Key)
European / French Village (FAB Professional License Key)
House Forge: Modular House Building Kit (FAB Professional License Key)
House Forge: Modular House Building Kit (Unity Asset Store Key)
House On A Hill (FAB Professional License Key)
House On A Hill (Unity Asset Store Key)
HyperReal Series: Modular Sewers & Tunnels (FAB Professional License Key)
HyperReal Series: Modular Sewers & Tunnels (Unity Asset Store Key)
Modular Abandoned Hospital (FAB Professional License Key)
Modular Abandoned Hospital (Unity Asset Store Key)
Modular Cave: Cave Of Hidden Tomb (FAB Professional License Key)
Modular Cave: Cave Of Hidden Tomb (Unity Asset Store Key)
Modular Dungeon: Hallowed Depths (FAB Professional License Key)
Modular Dungeon: Hallowed Depths (Unity Asset Store Key)
Modular Gladiator Arena (FAB Professional License Key)
Modular Gladiator Arena (Unity Asset Store Key)
Modular Gothic Cathedral (FAB Professional License Key)
Modular Gothic Cathedral (Unity Asset Store Key)
Modular Haunted Village (FAB Professional License Key)
Modular Haunted Village (Unity Asset Store Key)
Modular Industrial Factory Megapack (FAB Professional License Key)
Modular Medieval Fortress Megapack (FAB Professional License Key)
Modular Medieval Kingdom Megapack (FAB Professional License Key)
Modular Medieval Kingdom Megapack (Unity Asset Store Key)
Modular Medieval War Camp (FAB Professional License Key)
Modular Medieval War Camp (Unity Asset Store Key)
Modular Military Base Megapack (FAB Professional License Key)
Modular Rural Town / Rural Village (FAB Professional License Key)
Modular Rural Town / Rural Village (Unity Asset Store Key)
Modular Shooting Range: Fireline Compound (FAB Professional License Key)
Modular Stylized Fantasy Town (FAB Professional License Key)
Modular Viking Village Megapack (FAB Professional License Key)
Modular Viking Village Megapack (Unity Asset Store Key)
Mountain Temple: Japanese Shrine / Temple (Unity Asset Store Key)
Nanite Series: Castle Kit (FAB Professional License Key)
Nanite Series: Church/Cathedral Kitbash (FAB Professional License Key)
Nanite Series: Food & Dining Kit (FAB Professional License Key)
Nanite Series: Harbor Kit (FAB Professional License Key)
Nanite Series: Medieval Market Kit (FAB Professional License Key)
Nanite Series: Modular Houses (FAB Professional License Key)
Nanite Series: Village Kit (FAB Professional License Key)
Nanite Series: War Camp kit (FAB Professional License Key)
Native American Village (Unity Asset Store Key)
Olympus: Temple Of The Gods (FAB Professional License Key)
Olympus: Temple Of The Gods (Unity Asset Store Key)
Pirate Island: Modular Island Megapack (FAB Professional License Key)
Pirate Island: Modular Island Megapack (Unity Asset Store Key)
Realistic Blood VFX (Unity Asset Store Key)
Realistic Gun Effects (FAB Professional License Key)
Smoke & Fog VFX (FAB Professional License Key)
The Messanger: Ancient Mountain (FAB Professional License Key)
The Messanger: Ancient Mountain (Unity Asset Store Key)
Townsmith: Modular Medieval Town Megapack (FAB Professional License Key)
Townsmith: Modular Medieval Town Megapack (Unity Asset Store Key)
Ultimate Building System (FAB Professional License Key)
Ultimate Spaceship System (FAB Professional License Key)
VillaForge: Modular House / Villa Building Kit (Unity Asset Store Key)
Witch House (FAB Professional License Key)
Witch House (Unity Asset Store Key)”

+infos(oficial): LINK

Uma campanha de assets da Polygon. Com o titulo “Best of Humble Bundle Polygon Assets Animpic Creative Studio” e com o texto de apresentação: “Looking for a little help to build your digital world? Get an instant library of flexible, lightweight, low-polygon assets, perfect for any game. Whether you’re trying to create a moody, atmospheric sci-fi adventure (Poly Style Mega Sci-Fi Sandbox) or a dangerous and dark survival horror adventure (Mega Survival Kit), there’s something here for every kind of game. Vehicles, city-scapes, fantasy villages, medieval camps—it’s all here waiting for your creativity.”.
Da lista faz parte:
“CCG Fantasy Game UI
POLY – Fantasy Village
POLY – Farm
POLY – Forest Village
POLY – House Appliances
POLY – Houses
POLY – Lite Halloween Pack
POLY – Lite Survival Collection
POLY – Medieval Camp
POLY – Mega Construction Kit
POLY – Mega Medical Kit
POLY – Mega Sci-Fi Sandbox
POLY – Mega Survival Food
POLY – Mega Survival Forest
POLY – Mega Survival Kit
POLY – Mega Survival Tools
POLY – Mega Vehicle Kit
POLY – Mega Weapons Kit
POLY – Megapolis City Pack
POLY – New York City Modular
POLY – Survival Melee Weapons
POLY – Town City Modular
POLY – Wild West
Post-apocalyptic Survival UI
STYLE – Character Customization Kit”

+infos(oficial): LINK

Uma campanha de assets de audio DRM-free. Com o titulo “Game Audio Collection 1800+ music tracks and 65000+ Sound Effects” e com o texto de apresentação: “Calling all game developers and video creators! This massive audio bundle delivers 1,800+ high-quality music tracks and 65,000+ sound effects built for real projects and real pipelines. From dark fantasy scores for RPGs to punchy UI sounds, ambient soundscapes, and high-energy tracks for action and cinematic scenes, there’s music, sound effects and voice packs here for every style and genre.
All assets are created by experienced contributors from GameDev Market, giving you production-ready sound at a huge scale. Expand your audio library, speed up your workflow, and support Hello World when you pick up this bundle through Humble Bundle.
All of the software in this bundle is available DRM-Free via direct download.”.
Da lista faz parte:
“16-Bit Action Platformer Music
Battle Inventory SFX
Bow & Arrow Sounds
Bullet Sound FX Collection
Card & Board Games SFX & Music
Cartoon Yelping Voices
Casual Mobile Game Complete Music Pack
Choral Music Pack
Combat Loops Music Bundle
Complete Fantasy Action RPG Music Bundle
Dark Fantasy Boss Battles
Dark Fantasy Exploration
Fantasy Tension Music Pack 1
Fantasy Tension Music Pack 2
Fantasy Ultimate Music Collection
Female Characters Bundle
Fist & Fury Ultimate Fight Pack
Footsteps Sound FX Bundle
Game Music Ultimate Bundle
GameDev Market Coupon – 15% off $10 or more
Heavy Action Music Pack
Horror Bundle
Industrial Sound Effects Bundle
Magic Sound Effects Master Collection
Male Characters Bundle
Military Strategy OST
Mobile Game Audio – UI Sounds Pack
Modern Fantasy Combat Sounds
Nightfall Horror Ambient Music Bundle
Nocturnal Vibes: Electronic Uptempo & Dark Ambient Music
On The Silk Road Part 1 – Steppes
On The Silk Road Part 2 – Desert
Orchestral Ambients Music Pack Vol 1
Orchestral Ambients Music Pack Vol 2
PSX Survival Horror Music
Pixel Game Sounds
Questborne Adventure Music Bundle
Quiz & Puzzle SFX
Sci Fi Fantasy Music
Sci Fi Sound Effects Bundle
Space & Science Fiction Music Pack
Space & Science Fiction Music Pack Vol 2
Sports Sound Effects Bundle
Stealth Assassin Sounds
Stingers, Transitions & Short Pieces Music Pack
This Is Anime SFX Pack
Ultimate Creature Vocalisations Bundle
Ultimate Everything Music Bundle
Ultimate Game Music Loops Bundle
Urban Music Loops
Wasteland Terror Music Pack”

+infos(oficial): LINK

Uma campanha de assets para o motor de videojogoos Unity ou Unreal. Com o titulo “Best Of Humble Bundle LevelUp 5K World Building Assets Dekogon Mshingun FreshcanE” e com o texto de apresentação: “Build the game of your dreams in any setting or scenario with our Level Up: 5K World Building Assets Bundle. The possibilities are endless—this massive library has everything from medieval to cyberpunk, gothic to ‘80s-inspired styles. Bring life and style to your projects with assets that let you create specialized hospitals, atmospheric taverns, underground subways, and more.”.
Da lista faz parte:
“Apocalyptic Hospital
Apocalyptic Hospital (Unity)
Auge Mountaintop Observatory
Book Generator
Brooke Industrial
Buildings VOL.10 – Air Pipes and Vents (Nanite and Low Poly)
Buildings VOL.2 – Electric & Air (Nanite and Low Poly)
Buildings VOL.3 – Attachments (Nanite and Low Poly)
Buildings VOL.9 – Modular Pipes & Gutters (Nanite & Low Poly)
CCA Subway Train Terminal
Cyber-town
Fafnir’s Keep
Gothic Furniture Props Vol1
Industrial VOL.1 – Worksite (Nanite and Low Poly)
Lighting VOL.3 – Industrial (Nanite and Low Poly)
Medieval Dinnerware Pack
Medieval VOL.3 – Church Cathedral
Medieval Village Houses Pack
Medieval Village Props Package
Nordic Medieval Tavern
Quarry Environment
Research Tent Environment
Retro 80’s VOL.2 – Electronics (Nanite and Low Poly)
The Bazaar
Vehicles VOL.6 – Hitches & Trailers (Low Poly)
Vehicles VOL.7 – Retro Cars (Low Poly)”

+infos(oficial): LINK

Tags :

Ofertas de trabalho (em fevereiro)

Procura-se um Associate Game Designer – Star Trek Fleet Command (remoto/Portugal) pela Scopely em modo remoto, em que:

What You Will Do
As an Associate Game Designer on STFC, you’ll be a key contributor in building fresh, exciting experiences for our players as part of our content teams, working closely with other designers, artists, and engineers.

Contribute to the design and development of our content stream by crafting valuable, engaging and exciting loops.
Build and refine novel gameplay experiences focused on resource generation, spending, time gating, and power growth
Leverage the deep Star Trek IP to create unique content and experiences that tap into the rich lore and characters of each movie or TV show within the franchise.
Use tools (Excel, Google Sheets) to model content and event progression pacing
Collaborate with Experienced, driven and passionate Designers, Product Managers, Analysts, and Engineers to implement features which aim to advance the genre
Iterate and evolve your content based on feedback from senior designers and insights from live data

What We’re Looking For
A passion and energy for crafting compelling experiences and content for players
1+ years of game design experience in a studio environment, working on content or gameplay with systemic or economic depth
Experience in delivering content that balances player fun, engagement, and monetisation
Comfort with KPI targets and using data to inform balance or tuning adjustments
Confident in spreadsheets and balancing power curves, pacing, or resource flow
Experience working cross-functionally and navigating production environments
A positive, thoughtful, and collaborative approach to game development
Growth mindset with goals to grow and evolve as a designer

What We’re Looking For
Familiarity with SQL, scripting, or simulation tools
Exposure to live ops systems, event design, or server lifecycle planning
Love for Star Trek, sci-fi, or highly strategic social games
Experience with large scale or legacy titles and F2P economies

+infos(oficial): https://job-boards.greenhouse.io/scopely/jobs/

Procura-se um Senior Game Designer (Social & Metagame) – Mobile F2P/Licensed IP (hibrido/Portugal) pela UserWise em modo hibrido, em que:

What We’re Looking For
3+ years of experience in game design for mobile F2P games
Proven experience designing and shipping social, metagame, or progression-driven systems (e.g. leaderboards, collections, tournaments, PvP-lite mechanics)
Strong understanding of casual or hybrid-casual player motivation, especially social comparison and reward loops
Ability to translate high-level direction into clear, implementable designs
Comfortable iterating quickly based on playtests, feedback, and data
Strong collaboration skills when working with designers, engineers, and artists
Excellent communication skills
Fluent in English; effective in a remote, international team

Nice to Have
Experience with LiveOps content or events
Familiarity with Unity or other game engines
Experience working with licensed IP
Interest in analytics and using data to inform iteration
Familiarity with AI-assisted development or gameplay systems, such as content generation, tuning automation, or adaptive difficulty

+infos(oficial): https://userwise.io/career/

Procura-se um Creative Director / Lead Game Designer (Mobile F2P – Licensed IP) (hibrido/Portugal) pela UserWise em modo hibrido, em que:

What We’re Looking For
8-10+ years of professional game design experience, including leadership responsibility
Proven experience owning design vision, game feel, and quality on a shipped mobile F2P title
Strong background in casual or hybrid‑casual games with an emphasis on progression and retention
Demonstrated mastery of player motivation, feedback loops, pacing, and polish
Experience improving or owning retention metrics (D1/D7/D30+) on live products
Comfortable working hands‑on with prototypes and collaborating deeply with engineering and art
Excellent communication and decision‑making skills
Fluent in English; effective in a remote, international team

Nice to Have
Experience working on licensed IP
Experience guiding a design team across MVP → soft launch → live
Familiarity with LiveOps, events, and post-launch iteration
Hands-on experience with Unity or other game engines
Familiarity with AI-assisted development or gameplay systems, such as content generation, tuning automation, or adaptive difficulty

+infos(oficial): https://userwise.io/career/

Procura-se um Game Developer (Porto/Portugal) pela LudusCristaltec em modo hibrido, em que:

As a Game Developer,
What you will do:
Design, develop, test, and maintain high-quality game features from concept to release
Implement gameplay mechanics, animations, UI, and visual effects in collaboration with artists and designers
Write clean, efficient, and well-documented code following best practices and coding standards
Optimize performance, memory usage, and stability across target hardware platforms
Debug, profile, and resolve technical issues throughout the development lifecycle
Collaborate with game designers, artists, QA, and product teams to deliver engaging player experiences
Participate in code reviews and contribute to improving development tools and pipelines
Adapt games to different markets, regulations, and hardware configurations
Contribute to technical design discussions and propose innovative solutions
Support live products with updates, bug fixes, and feature enhancements when required

Required Skills:
Experience with one or more object-oriented programming languages (e.g., C#, C++, JavaScript, Python)
Strong coding and debugging skills
Excellent problem-solving and critical-thinking abilities
Creativity and strong attention to detail
Well-organized, self-driven, and able to work effectively in a team
Fluent in English (spoken and written)
Fluent in Portuguese (spoken)
Willingness to travel internationally when required
Ability to manage multiple priorities and meet deadlines in a fast-paced environment
Basic user-level knowledge of Photoshop or other image-editing tools

+infos(oficial): https://luduscristaltec.com/

Procura-se um Principal Game Designer – Mob Control (Lisboa/Portugal) pela Voodoo em modo hibrido, em que:

Role
As a Principal Game Designer for Mob Control, you will be a key owner of the product’s vision, execution and strategic direction. Your mission is to help evolve the game, with the ultimate goal of turning Mob Control into a top-performing title in the midcore game market.

Design features & systems: Create new core loops and meta systems to drive engagement, social dynamics, and monetization. Develop design docs, user flows, and economy models, and propose A/B test ideas.
Evolve gameplay: Introduce new units and gameplay elements to refresh Mob Control, ensuring accessibility, fun, and monetization-friendly design.
Collaborate across teams: Partner with product managers, engineers, and artists to bring features from concept to live release, aligning gameplay, UX, and visuals.
Leverage player insights: Analyze KPIs and player behavior to inform design choices and identify opportunities to boost retention, engagement, and IAP monetization.

Profile
5+ years of experience in mobile midcore games (strategy, 4X, or similar); 10+ years is a strong plus.
Proven track record in gameplay design, balancing, and meta feature design.
Experienced in contributing to the overall game vision and strategy.
Strong skills in creating clear, simple design documentation.
Ability to absorb and apply feedback from multiple sources with flexibility and no ego.
Skilled at simplifying and communicating complex systems.
Comfortable analyzing KPIs and player behavior to guide design decisions.
Passion for mobile midcore games and deep knowledge of market dynamics.

Benefits
Best-in-class compensation
Other benefits according to the country you reside

+infos(oficial): https://jobs.ashbyhq.com/voodoo/

Procura-se um Game Designer – Star Trek Fleet Command (remoto/Portugal) pela Scopely em modo remoto, em que:

What You Will Do
As a Game Designer on STFC, you’ll be a key contributor in building fresh, exciting experiences for our players as part of our content teams, working closely with other designers, artists, and engineers.

Own the design and balance of new content and systems that drive engagement, conversion, and long-term investment from our players.
Build and refine novel gameplay experiences focused on resource generation, spending, time gating, and power growth
Create systems that foster meaningful player agency and long-term investment
Leverage the deep Star Trek IP to create unique content and experiences that tap into the rich lore and characters of each movie or TV show within the franchise.
Use tools (Excel, Google Sheets) to model economies and progression pacing
Collaborate with Experienced, driven and passionate Designers, Product Managers, Analysts, and Engineers to implement features which aim to advance the genre
Evaluate performance using data, player feedback, and your own playtest experience

What We’re Looking For
A deep passion for crafting compelling experiences and content for players
3+ years of experience designing systems, economies, or content for live, F2P, or systemically complex games
Strong drive and energy to inspire teams and developers toward a design goal
A proven track record of delivering content that balance player fun, engagement, and monetisation
Comfort with KPI targets and using data to inform balance or tuning adjustments
Deep experience in spreadsheets and confidence in balancing power curves, pacing, and resource flow
Experience working cross-functionally and navigating production environments
A positive, thoughtful, and collaborative approach to game development

Bonus Points
Familiarity with SQL, scripting, or simulation tools
Exposure to live ops systems, event design, or server lifecycle planning
Love for Star Trek, sci-fi, or highly strategic social games
Experience with large scale or legacy titles and F2P economies

+infos(oficial): https://job-boards.greenhouse.io/scopely/jobs/

Procura-se um Game Designer (Oeiras/Portugal) pela Miniclip em modo presencial, em que:

What will you be doing at Miniclip?
Own and evolve core economy & progression systems (sources/sinks, pacing, balancing, inflation control, multi-currency setups).
Build and iterate LiveOps systems (event structures, calendars, reward tracks, recurring loops) that drive engagement, retention, and monetisation.
Use analytics and experimentation to guide design decisions (KPIs, cohorts, player segmentation, A/B tests, post-release tuning).
Collaborate across disciplines (Product, Analytics, Engineering, Art, QA) to take systems from concept to implementation and live iteration.
Contribute to product planning across the lifecycle prototyping, production and live operations – delivering high-impact updates and improvements to live titles.
Help identify and deconstruct new market opportunities and player needs, staying at the cutting edge of mobile F2P design.
Partner with Engineering to ensure systems are robust, configurable, and LiveOps-friendly (tooling, remote config/tuning, live iteration support).
Work closely with Product and Analytics to define hypotheses, interpret results, and translate insights into design actions.
Present and articulate designs clearly, aligning teams around goals, constraints, and trade-offs.
Support the wider team with subject-matter expertise in F2P economy, systems, LiveOps and monetisation design.

What are we looking for?
Proven experience in systems design, economy design, monetisation design, and LiveOps on free-to-play mobile games (scope and ownership level appropriate for mid → senior).
Strong understanding of complex economies (multi-currency, progression, rewards, sinks/sources) and how to balance them over time.
Solid knowledge of mobile F2P design techniques to drive engagement, retention, and monetisation.
Comfortable working with game analytics and turning data into actionable design decisions (including experiment-driven iteration).
Strong grasp of mobile user experience and ability to empathise with different player types and motivations.
Creative problem solver with the ability to design clear, scalable systems and communicate them through high-quality documentation.
Self-critical and iterative mindset able to evaluate trade-offs, improve solutions, and collaborate effectively.
High personal standards and attention to detail; consistently produces thoughtful, high-quality design proposals.
Self-motivated and well-organized, capable of managing workload effectively and delivering to tight deadlines.

Nice to have
Hands-on experience with Unity and/or proprietary tools/editors for implementing and tuning game systems.
Strong spreadsheet / simulation skills for economy modelling and balancing.
Experience running LiveOps at scale (segmentation, personalization, long-term event planning, content cadence).
Experience with rapid prototyping and iterating based on data.

+infos(oficial): https://careers.miniclip.com/job/Lisbon-Game-Designer/1341323755/

Procura-se um Lead Game Designer (remoto/Portugal) pela Scopely em modo remoto, em que:

What You Will Do
As a Lead Game Designer on STFC, you’ll own the standards, direction, and experiences that define how millions of players experience growth and mastery across our monthly content releases and beyond.

Become the design owner and leader behind our content pipeline, directing designers and live ops specialists in crafting compelling experiences for our players
Guide teams through the creative process, ensuring they can hit the vision of the game and deliver upon player and product needs with accuracy
Get your hands dirty through direct involvement in building and refining novel gameplay experiences focused on resource generation, spending, time gating, and power growth
Create systems that foster meaningful player agency and long-term investment
Manage and mentor designers in systems and economy design to elevate our standards and craft incredible experiences
Shape the design process to ensure the standards of players are met and exceeded
Use tools (Excel, Google Sheets) to model economies and progression pacing
Collaborate with Experienced, driven and passionate Designers, Product Managers, Analysts, and Engineers to implement features which aim to advance the genre
Evaluate performance using data, player feedback, and your own playtest experience
Design for scale: plan for long-term content extensibility and system health

What We’re Looking For
2+ years of game design leadership experience
Proven experience in F2P systems design and progression modelling
8+ years of experience designing systems or economies for live, F2P games (preferably MMO, 4X, or strategy genres)
Confident people manager and mentor, that is able to grow & nurture talent
Experience with all aspects of game design discipline: concept, game progression, interface, monetization, and retention
A proven track record of delivering features that balance player fun, engagement, and monetisation
Ability to translate KPI targets and data into design direction for teams
Mastery of spreadsheets and confidence in balancing power curves, pacing, and resource flow
Experience working cross-functionally and navigating live production environments
A positive, thoughtful, and collaborative approach to game development

Bonus Points
Deep understanding of the 4X genre with specific experience in F2P 4X
Familiarity with SQL, scripting, or simulation tools
Love for Star Trek, sci-fi, or highly strategic social games
Previous work on alliance or co-op systems in large-scale games

+infos(oficial): https://job-boards.greenhouse.io/scopely/

Tags :

Humble Software Bundle (campanha)

Uma campanha de livros para desenhar videojogos. Com o titulo “Designing Game Play” e com o texto de apresentação: “Pay what you want to become a bona fide game developer with the Designing Gameplay Bundle from the experts at Taylor & Francis! Start formulating your own one-off board games, design custom VR experiences, learn to publish video games, and so much more. Soak up all the good stuff from informative and entertaining game design ebooks.”.
Da lista faz parte:
“C# Game Programming Cookbook for Unity 3D
Digital Love
Doing Things with Games
Freelance Video Game Writing
Game Dev Stories Volume 1
Game of X v.1
Game of X v.2
Games as Texts
Gesture Drawing
Holistic Game Development with Unity 3e
JavaScript for Sound Artists
Love and Electronic Affection
Making it HUGE in Video Games
Passion and Play
The Board Game Designer’s Guide to Careers in the Industry
The Board Game Designer’s Guide to Getting Published
The Craft and Science of Game Design
The Publishing Challenge for Independent Video Game Developers
VR Developer Gems
We Deserve Better Villains”

+infos(oficial): LINK

Tags :

Your Game Doesn’t Need More Features — It Needs More Focus, por Infiniteswipelabs

Mais um texto interessante e para arquivo intitulado “Your Game Doesn’t Need More Features — It Needs More Focus” por Infiniteswipelabs.
Do texto surge:

When we first started building Banana Bounce: Monkey Dash, the idea was delightfully simple.
You’re a monkey. You bounce between trees. You collect bananas. That’s it.
The core loop felt fun, quick, and sticky. The monkey would bounce, collect bananas, and rack up points. But as with most indie games, things didn’t stay simple for long.
We thought the game needed more. More features. More systems. More everything.

So we added:
A banana magnet to pull in nearby bananas
A banana shop to unlock items
Custom banana skins for the monkey
A banana power-up that triggered a shield
And of course, a full banana rewards system
Before we knew it, our focused little banana game had turned into a cluttered jungle of mechanics that didn’t blend well.

And the worst part? It stopped being fun.

“Just One More Feature” Syndrome
Every indie developer faces this.
You’re building your game in Unity, and you think, “What if we just add one more mechanic?”

In our case, we kept stacking systems.
Each one seemed cool on its own:

A slow-motion banana power-up
An upgradeable monkey dash move
Different jungle monkey skins with unique animations
A fancy banana shop UI
Even an extra life system linked to Unity rewarded ads
It all looked good on paper. But when we tested the game, new players were confused.
“What do I actually do?”
They didn’t know where to focus. They didn’t know why they should care. The joy of a simple monkey jump was gone.

Rediscovering the Fun: Focus Over Features
So we did something painful.
We cut.
We sat down and asked: What is Banana Bounce: Monkey Dash really about?
Answer: The bounce.
The timing. The rhythm. The satisfying boing between tree trunks.
We stripped away every element that didn’t enhance that feeling.

The banana magnet? Reworked to feel like a reward, not a crutch.
The banana shop? Simplified. No upgrade trees. Just clean unlockables.
The monkey skins? Streamlined for visual flair — not stats.
The banana power-up? Made it momentary and impactful.
We turned our attention to what truly mattered: the monkey, the bananas, and the bounce.

Play Now: Banana Bounce: Monkey Dash — Apps on Google Play

The Beauty of Simplicity in Unity
This game was built in Unity 2D, using simple Unity prefabs, animations, and a tight gameplay loop.

Become a member
Instead of building sprawling features, we polished the feel:

We refined the Unity jump mechanic to make the monkey bounce snappier.
We optimized monkey animation transitions to enhance responsiveness.
We reduced unnecessary code and used Unity PlayerPrefs to save banana rewards and unlocked monkey skins.
We focused on Unity mobile game performance, keeping build size light and frame rates high.
We added Unity rewarded ads only where it made sense — to revive the player after a fall or unlock a new banana skin.
This wasn’t just game development. It was restraint.

Players Don’t Want Features — They Want Feeling
Once we simplified and polished the experience, we noticed something wild:
Players were hooked.

They understood the game within seconds:
Tap to make the monkey jump
Avoid snakes and traps
Collect bananas
Spend them in the banana shop
Unlock cool monkey skins and bounce again
No tutorials. No confusion. Just a simple Unity game with satisfying feedback and progression.

Our retention numbers improved. So did our reviews.

One player said:
“It’s like Doodle Jump meets Don’t Touch the Spikes — but with a monkey that actually feels alive.”

Banana Bounce: Monkey Dash Is What It Was Meant to Be
By the time we released the final prototype, Banana Bounce: Monkey Dash had become something we’re truly proud of:

A fast-paced, endless runner built in Unity
Featuring a lovable monkey character
Designed around responsive monkey bounce mechanics
With a simple banana rewards system
And monetization through Unity rewarded ads, done ethically
We didn’t ship everything we dreamed of.
We shipped everything that mattered.

Final Thought:
When in Doubt, Trim the Tree

The biggest lesson we learned?
Don’t bury your fun under features.
If you’re making a Unity mobile game, especially a 2D casual title — focus.
Your game doesn’t need a crafting system. Or 100 skins. Or five currencies.
It needs one mechanic that players love.
In our case, it was the monkey jump.
The simple joy of watching a jungle monkey bounce between trees, grabbing bananas, and laughing when it missed.

That’s it.
That’s the game.
That’s the feeling.

TL; DR
Banana Bounce: Monkey Dash is a Unity 2D mobile game where a monkey jumps between trees to collect bananas, unlock banana skins, and dodge obstacles. Built with Unity prefabs, smooth jump mechanics, and simple animations, it focuses on what makes games addictively fun. No fluff — just bounce.

+infos(fonte): LINK

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Game Design Document, um exemplo por Audrysaskianisa

Um texto intitulado “First Attempt in Making Game Design Document for Endless Runner Game” por Audrysaskianisa

“Hi everyone, I’m Saski, and this is my very first post on Medium. It feels a bit funny because I almost never publish my writing, but the first piece I’m putting out happens to be about my thoughts on designing a super simple game. It’s my way of challenging myself.

What’s interesting (and kind of amusing) is that lately I’ve grown curious about exploring the side of me that loves playing games, wondering what it would actually be like to design one or how do I even create a gaming experience that feels genuinely fun to play? So here I am, sharing my very first concept!

Game Title: Relief of Spirits
The idea came from something simple: I just wanted to create a fun endless runner game, but with a local Indonesian twist. Eventually, I thought why not bring in our local ghost or spirit stories? In Indonesia, these tales often carry a layer of sadness behind the horror. Many spirits are believed to be victims of trauma or violence, and because their burdens were never lifted, they linger, angry, emotional, and restless, haunting the living.

My goal is to use that narrative as a way to build empathy. Through a simple and engaging game, I want players to experience these stories not just as “scary folklore,” but as reflections of human trauma, delivered in a way that feels approachable, meaningful, and not boring.

Core fantasy
Goes upward thru haunted indonesian landscapes while being pursued by restless spirits (kuntilanak, pocong, …). Survive their attacks and uncover their backstories, helping them find peace.

Narrative design
A young shaman tasked with guiding wandering spirits to peace. But before they can move on, their anger & sorrow manifest as attacks

Loop →
Encounter a ghost
Survice waves of attacks
Attack back the ghost
If the player last long enough, they can pull cards/tarots and get a reward
If the ghost defeated, it will be cleansed and the story of the ghost reveals
Ghost transition from vengeful to peaceful → ascending

Tone → Not just horror, but also focus on empathy

Gameplay design
Core Loop →
Run upward endlessly through haunted environments
Automatically dodge attacks
Survive bullet hell
Collect spiritual energy while dodging or attacking
Use the energy to perform rituals that weaken the spirits fury

Progression →
After completing enough phases, the ghost/spirit’s story is revealed in a cutscene
Clearing a ghost adds them to player’s Spirit Codex where the player learns about indonesian folklore
Level design

Endless levels themed by folklore →
Haunted rice fields at night for mrs. kunti
Dense jungle with glowing eyes for mr. gandaruwo
Graveyard with hanging clothes for mr. pocong mr. p

Dynamic difficulty →
Early stage: Simple bullet waves by easier ghost attacks
Later stages: Overlapping bullet hell patterns by the bosses

System design:
Player progression →
Collect spirit shards/pieces/cards to unlock new talisman/stones for abilities or cosmetic outfits
Each ghost defeated unlocks lore or spiritual blessings and provides small passive upgrades like slower bullets, etc

Goals →
Unlock all spirit (just make them 3) and help them ascend
Collect folklore entries in codex (mini-wiki indo ghosts, written in a fun storytelling style)

Control design:
Drag to move →
Touch and drag finger to avoid attacks: player follows that position

Actions →
Tap: use talisman/ability
Double tap: quick dash

Metrics design:
Average run times 3–6 minutes
Unlocking all ghosts + learning folklore stories
Replayability: endless difficulty ramp

Unique twist:
Helping restless spirits move on. Each boss (super ghost) has an emotional arc, so the game balance tension with empathetic storytelling

So, my reflection so far on designing a game is this: to design a game, you really need to understand a little bit of everything. My background is in product design, so thankfully I’m used to wearing many hats, product design itself isn’t just about the “look” of a product, but also about math, physics, anthropology, ethnography, psychology, and even engineering.

The big takeaway for me is that whether you’re a product designer, a UI/UX designer, or a game designer, you need to pay close attention to details, at least to some degree in every aspect.

This game design project is, of course, still a work in progress since I haven’t yet touched the environment design or weapon assets. But I’m genuinely enjoying the process of concept designing so far. I’ll catch up again later with more progress!”

+infos(fonte): LINK

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What Game Designers Don’t Know About Flow por Sam Liberty

Sam Liberty disponibilizou um post com o titulo “What Game Designers Don’t Know About Flow“.
Do texto surge:

“Every year in my game design class at Northeastern, I teach Csíkszentmihályi’s concept of flow. It’s a standard part of the curriculum, featured prominently in Tracy Fullerton’s “Game Design Workshop” that we use as our text.

My students always get excited about it. I can tell by the energy in the room — it’s like they’ve discovered some secret cheat code for designing fun. But then an interesting thing happens: all their questions focus on just one aspect: balancing challenge against player skill. They fixate on that elegant diagonal “flow channel” diagram showing the sweet spot between anxiety and boredom.

It’s not just students, either. Virtually 100% of discourse around Flow in professional contexts is *also* about the challenge/skill relationship.

I get it. The diagram is compelling, and the idea is intuitive. But in our obsession with this single aspect of flow, we’re missing the richness of what makes games truly engrossing.

The real power of flow theory lies in the elements game designers rarely discuss (because they’re harder to implement):
Clear Goals and Immediate Feedback
Flow requires knowing exactly what you’re trying to achieve and getting instant information about how well you’re doing. Most failed games have murky objectives or delayed feedback loops.
Exemplar: Tetris. Could goals be any clearer? Complete lines to clear them. Every action produces immediate visual and audio feedback. Each piece placement feels consequential. The simplicity of this feedback loop is why people are still playing it decades later, despite (or perhaps because of) its minimal design.

Concentration on the Task
Flow demands uninterrupted focus. Every notification, UI popup, or feature competing for attention actively works against this state.
Exemplar: Vampire Survivors. This game understands concentration brilliantly. Once a run begins, there are almost no interruptions. No tutorials, no dialogue boxes, no achievement popups during active gameplay. Just continuous, absorbing action. The only decisions (leveling up) are quick, meaningful, and then you’re immediately back to the core loop. Its success despite ultra-simple graphics demonstrates the power of unbroken concentration.

Merger of Action and Awareness
This is the “zone” where play becomes automatic and effortless. Your intentions translate to actions without conscious thought. It’s the feeling of being one with the controls.
Exemplar: Hades. The fluid combat system in Hades exemplifies this principle perfectly. After a few runs, attacking, dashing, and using abilities becomes second nature. The controls fade from consciousness, and you’re simply expressing your intentions directly through the character. When you’re deep in a chamber clearing enemies, there’s no separation between thought and action — you’re simply flowing through the combat.

Loss of Self-Consciousness
Flow involves forgetting yourself entirely. Your ego and concerns about how you look or perform temporarily vanish as you merge with the activity.
Exemplar: Civilization. The famous “one more turn” phenomenon in Civ games demonstrates this principle perfectly. Players become so absorbed in managing their empire that their self-awareness dissolves completely. You’re not thinking about yourself anymore; you’re simply embodying the role of a leader guiding a civilization through history. Hours disappear because you’ve stopped being conscious of yourself as separate from the experience.

Transformation of Time
When was the last time you designed explicitly for time distortion? Yet this is one of flow’s most distinctive features.
Exemplar: Any casino game. Casino designers are masters of time distortion, though for arguably exploitative purposes. Slot machines eliminate all external time cues: no clocks, no windows, no day/night cycles. They create rhythmic, hypnotic patterns of play with occasional variable rewards. The carefully calculated timing between spins — not too fast to drain players quickly, not too slow to break the trance — represents a deliberate manipulation of time perception.

Beyond Difficulty Curves
I’m not saying we should abandon challenge balancing. But focusing exclusively on it is like trying to bake a cake with just flour and ignoring all other ingredients.

The next time you’re designing a game, ask yourself:
Are my goals and feedback loops crystal clear?
Am I respecting the player’s attention and concentration?
Do controls and systems become invisible during play?
Can players forget themselves while playing?
Does my game’s structure allow time to fall away?
These elements of flow are harder to implement and measure than simple difficulty adjustments. They require a holistic approach to design that considers the player’s psychological experience above all else.

But when you nail them all simultaneously, that’s when the magic happens. That’s when you create the kind of experiences players remember for a lifetime.

When I ask my students to analyze their favorite flow experiences, they gradually realize just how multidimensional the concept really is.

Dark Souls doesn’t put them into the Flow State because it’s difficult; it’s all the other things the game is doing right with it’s UI, exacting controls, and coherent atmosphere.

Challenge balancing might get them in the door, but these other elements are what keep them playing far past bedtime.”

+infos(fonte): LINK

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LDtk, open source tool to 2D level editor

Uma ferramenta a explorar para o desenho de níveis em 2D. O LDtk permite trabalhar como todos os games engines.

Ainda não experimentei, mas vou testar em breve.

+infos(oficial): https://ldtk.io/

Outra ferramenta que serve apenas para cortar os tiles é a Webtyler:

+infos(oficial): https://wareya.github.io/webtyler/

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GameJams em Portugal 2026

Já estão planeadas as GameJams em 2026 em Portugal e que vão decorrer:

ETIC_Algarve-GGJ26 – Faro
GGJ 2026 @ Laboratório de Jogos – Técnico – Lisboa
Lusófona University Lisbon GGJ2026 – Lisboa
UBI – Global Game Jam’26 – Covilhã
VAM Lusófona Porto GGJ 26 – Porto

+infos(listagem PT): LINK

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Guiões, para espanhol ver

De Espanha vem um exemplo que também deveria haver em Portugal, para ajudar a industria e todos aqueles que vão tentando desenvolver videojogos.

Guias sobre diversos temas, para auxiliar empresas e/ou alunos que pretendem desenvolver videojogos, da lista desses guias surge:
Propiedad intelectual e industrial
Aspectos laborales en el desarrollo de videojuegos
El seguro en el ámbito de los videojuegos
Derechos de los consumidores, publicidad y protección de datos
Financiación de un videojuego
Fiscalidad en el sector de los videojuegos

+infos(oficial): LINK

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How Tabletop Content Creators Pay the Bills (2025), por Stonemaier Games

Um post para arquivo de Stonemaier Games:

“I consume a LOT of tabletop game-related content. YouTube videos, podcasts, articles, Instagram, etc–I love hearing a variety of perspectives about games. I learn from them as a designer, they help to inform my decisions about what to play or buy, and they even increase my desire to get certain games back off my shelf and onto the table. As a publisher, their content helps to inform millions of customers we don’t reach directly.

In short, I’m very grateful for tabletop content creators, and I want them to continue to exist, thrive, and grow.

The majority of content creators do this as a hobby. With only a phone, anyone can create videos, write articles, record podcasts, and post photos without any additional or ongoing expenses. But once you start to level up to nicer equipment and make a more significant time commitment, there are costs involved. Plus, a rare few content creators have made this their job–to pay the bills, they need to make money from the content they create.

So today I’ll explore some of the ways tabletop content creators currently generate some income, broken down into a few categories.

General Advertising

  • YouTube ads and Google AdSense: This is a common way to earn a little revenue from video or written content. Emphasis on “little”. After my email and YouTube channel were hacked earlier this year, I turned on YouTube ads for the first time, as I heard that might help me get faster support from YouTube if the channel was hacked again. I only activate ads at the beginning of my weekly long-form top 10 videos, and the monthly revenue has averaged slightly less than $200 per month (our YouTube channel has over 55,000 subscribers).
  • Affiliate and Referral Links: I’m guessing these don’t add up to much, but perhaps they help in some cases.

Publishers

As revealed in last year’s survey, it is exceedingly rare that a publisher might pay a content creator to post a review (opinion content). However, publishers support content creators financially in other ways that also must be disclosed by the content creator:

  • sponsored playthroughs, previews, rules videos: There’s a variety of non-opinion content for which publishers will pay. For example, we pay Rodney to create Watch It Played rules videos, and this year we sponsored several content creators to make playthroughs of our games (with the special contingency that we get to add the video to our channel after they post it on theirs).
  • sponsored segments (e.g., Secret Cabal, Shelfside): Just yesterday I was watching Shelfside’s video about Battle of Hoth, and a few minutes into the video there’s a 45-second sponsored segment filmed by Shelfside about another game, Conquest for the Capital. It didn’t feel like a commercial or interruption; rather, it felt like a little taste of another game I might want to learn more about.
  • banner ads (e.g., Board Game Quest): If the content creator has a website, they can sell banner ads to crowdfunders and publishers. As a reader, I don’t mind these at all–there are so many games released and crowdfunded that I’d rather see an ad about them than potentially miss a great game.
  • mention at the beginning of the video (“this channel is sponsored by”): I’m glad that some publishers pay for these mentions, though I doubt their effectiveness as compared to a sponsored segment about a specific product.
  • visible product placement (tables, games in the background, etc): Repetition is a powerful tool–if I keep seeing a certain game, accessory, or table, I might try to learn more about it even if the content creator doesn’t overtly mention it.
  • paid services via proof of talent: Some content creators use their platform as a showcase for skills that publishers are happy to pay for (photography, film, editing, graphic design). For example, we’ve worked with Tim Chuon as a photographer for many of our games.

For all of these, the more data the content creator can provide to the publisher, the more likely they are to consider a sponsorship or paid ad. We need to be able to calculate the return on investment for our expenses.

Followers

Content creators also receive financial support directly from the audiences they serve. Here are some options:

There are also bespoke options like the Stonemaier Champion program, which started years ago to provide a way for people to support the hundreds of entrepreneurship articles and game design videos we post every year. It’s $15/year, and as a special perk, Champions save 20% on every Stonemaier webstore order.”

+infos(post oficial): LINK

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Humble Software Bundle (campanha)

Uma campanha de assets para o motor Unreal. Com o titulo “Mega Game Dev Assets & Tools” e com o texto de apresentação: “We’ve teamed up with ScansMatter to curate a bundle of ultra high-quality environmental assets for you this holiday season. Create big, beautiful scenarios within Unreal Engine using unique and clear preset environment kits designed to give you hyper-realistic settings: offices, abandoned airports, massive medieval markets, restaurants, and more”.
Da lista faz parte:
“Abandoned Airport
Airport Security Room
Airport Terminal Interior
Brick Walls 01
Concrete 04
Construction Environment
Construction Vehicles Vol1
Crates & Barrels Kit
Generic Vehicle Kit Volume 1
Large Medieval Market 3d Environment
Mega Barriers Kit
Office Environment
Plaster 04
Roads 03
Rooftop Asset Kit
Seating & Beds Kit
Server Room Environment
Shops & Restaurant Environment
Train Station 3D Environment
Walkway Platform Kit
Warehouse Environment”

+infos(oficial): LINK

Uma campanha de assets e ferramentas para ajudar no desenvolvimento de videojogos. Com o titulo “Mega Game Dev Assets & Tools” e com o texto de apresentação: “Save time, money, and effort on your next project with the Mega Game Dev Assets & Tools Bundle! We’re offering a streamlining experience for your next development cycle with 40 ready-to-use asset packs—including hyper-realistic water effects with the Modular Swimming Pool Megapack, user-friendly interface creation with the Hyper Menu and Gamepad System v3, and a trip to the moon with the Space Launch Ground Control Command Center”.
Da lista faz parte:
“50% Discount Code Games by Hyper Store
Board Game Room Interior Environment – Modular
Cosmos 1 month subscription
Cosmos 50% Discount Code
Cyberpunk Billboards / Signs Set / 35 Unique Pieces ( Cyberpunk Billboards )
Drivable Military Truck (Nanite)
Driveable SteamPunk Car / Vehicle ( SteamPunk Car Retro Futuristic Victorian)
Driveable Vehicle: Offroad Golf Cart
Driveable Vehicle: Seaplane
Electronics Mega Store Modular Environment
Essential VR Hands Collection
Freshwater Fish Collection ( Unreal + Unity )
Game and Entertainment Area (Unity + Unreal)
Games by Hyper 3 Month Subscription
HeroRest | Animations
High-End Sedan Car 02 Driveable / Animated / Realistic ( Car Cars Sedan Drive )
Hyper Auto Landscape Material v3
Hyper Menu and Gamepad System v3 [CommonUI]
Hyper Mesh to Icon Creator v3
Hyper Procedural Spline Toolkit v3
Hyper Slot based Inventory V3
Military Drone – Rigged/BP Controllable ( Military Drone Militarys Drone 3D )
Military Rockets
Military and tool Boxes
Modular Convenience Store
Modular Swimming Pool Megapack
Office Space Megapack (Unity + Unreal)
Pizza Restaurant
Post-Apocalyptic Urban City
Punishment Animations
Robot Wars FLY WHEEL
Robot Wars ThrowUp
Rocket Unreal Engine Plugin
Space Launch Ground Control Command Center
Space Telescope Simulator
The Mansion Props
Tire Repair Shop (Unity+Unreal)
Valentine’s Day
Warm Christmas
Willow Lake Biome Environment”

+infos(oficial): LINK

Uma campanha para aprender a trabalhar com o game engine Unity. Com o titulo “Zenva Learn Unity in 2025” e com o texto de apresentação: “Go from gamer to creator with the Learn Unity in 2025 Complete Course Bundle! As the name suggests, this curated collection for the Unity Engine is a complete roadmap for your success. Each module covers a different genre of interest—take advantage of expert-led courses like Construct a Micro-Farming RPG in Unity, Create a 3D Turn-Based RPG in Unity, Build an Arcade Kart Racing Game in Unity, and more.”.
Da lista faz parte:
“2D Procedural Maps in Unity for Beginners
Action RPG Development in Unity for Beginners
Battle Royale – Unity Multiplayer Projects
Build an Arcade Kart Racing Game in Unity
Construct a Micro-Farming RPG in Unity
Construct a Mobile Physics Game in Unity
Craft a 2D Idle Clicker Game in Unity
Create Your First 2D Game in Unity
Create a 3D Turn-Based RPG in Unity
Create a Retro Local Multiplayer Game in Unity
Create a Tower Defense Game in Unity
Debugging Foundations for Unity
Develop a City-Building Game with Unity
Explore Game Optimization in Unity 6
Intro to ECS for Unity 6
Intro to Game Design
Intro to Game Development with Unity (2025 Edition)
Intro to Multiplayer Game Development in Unity
Intro to Particle Systems for Unity Games
Intro to Rigging Models in Blender
Intro to the Game Development Industry
Learn 3D Modeling with Blender from Scratch
Learn Version Control in Unity 6
Level Design for Beginners
Survival Game Player Mechanics in Unity for Beginners
The Complete 2D Action RPG Unity Course
The Complete 2D Roguelike Unity Course
Unity 3D Micro-Project – Point and Click RPG
Unity Mini-Course – Extended C# Coding Techniques
Unity Mini-Projects – C# Fundamentals (2025 Edition)”

+infos(oficial): LINK

Uma campanha assets, cerca de 100 para serem usados em Unity, Unreal e godot. Com o titulo “All-in One Game Dev” e com o texto de apresentação: “Build your worlds faster and bring your ideas to life with this massive collection of ready-to-use assets for Unreal Engine, Unity, and most major tools by Eldamar Studio. Unlock more than 13,000 assets, including 3D models, effects, UI, audio, textures, graphics, VFX, and more. No matter what kind of game you’re making—whether horror, fantasy, sci-fi, survival, or something completely unique—this bundle has assets for every style and setting. No complicated setup, no use limits—just drop the files in and start creating!”.
Da lista faz parte:
“10 Sci-fi Fonts
100 Fantasy LUTs Pack
100 Game Fonts Pack
100 Gradient Backgrounds
100 Horror Icons Pack
100 Polygon Backgrounds
100 Sci-Fi Icons Pack
100+ Cinematic Post Processing Profiles For Unity
2D Black&White Game Pack
30 HUDs Pack
40 Ultimate Text Effects
5000 Game Dev Icons Mega Bundle
Adventure LUTs Pack
Ambient Soundscapes
Ambient Soundscapes – Vol.2
Atmospheric Backgrounds Collection
Atmospheric LUTs Pack
Cyberpunk LUTs Pack
Dark Synthwave Music & Samples Pack
Desert LUTs Pack
Eldamar UI Sounds Vol. 1
Eldamar UI Sounds Vol. 2
Emotional Fantasy Music & Samples Pack
Fantasy Low Poly Pack – 2.0 (Updated)
Food Low Poly Pack
Forest Low Poly Pack – 2.0 (Updated)
Futuristic Low Poly Pack
Grunge Textures Pack
Horror Game PSD UI Kit
Horror Low Poly Pack – 2.0 (Updated)
Industrial LUTs Pack
Low Poly Interior Pack – 2.0 (Updated)
Low Poly Modular City Pack – 2.0 (Updated)
Low Poly Planets Pack
Low Poly Sci-Fi Pack – 2.0 (Updated)
Low Poly Terrain Pack”

+infos(oficial): LINK

Uma campanha assets, cerca de 100 para serem usados em Unity, Unreal e godot. Com o titulo “Leartes Studios Black Friday Mega Game Dev Bundle” e com o texto de apresentação: “Video games are nothing without detailed, atmospheric environments for your characters to move around in. Those can be tough to build from scratch, so we have the perfect solution: a bundle full of game development assets for every type of story and gameplay from the good folks at Leartes! This bundle of nearly 100 assets and asset packs for Unreal, Unity, and Godot has everything you need to design your neon-drenched cyberpunk city, your imposing fantasy castle, or your feudal Japanese village, along with nature assets for pine forests, jungles, and desert ruins”.
Da lista faz parte:
“Abandoned Swimming Pool Environment ( Unity Engine )
Abandoned Swimming Pool Environment (Unreal Engine)
Adventure Island (Unreal Engine)
Asian Canal Environment (Unity Engine )
Asian Canal Environment (Unreal Engine )
Baker Character (Unreal Engine)
Carpenter’s Workshop Environment (Godot Engine )
Carpenter’s Workshop Environment (Unity Engine )
Carpenter’s Workshop Environment (Unreal Engine)
Character / Rigged / NPC ( Character Rigged NPC Rig Characters Animated 3D )
Character / Rigged / NPC ( Character Rigged NPC Rig Characters Animated 3D ) (Unreal Engine)
Chinese Lakeside Town Environment (Unreal Engine)
Christmas Market (Unreal Engine)
Classic Limousine / Driveable / Functional (Unreal Engine)
Classic MotorBike / Driveable / Functional (Classic MotorBike Vehicle 3D Model)
Classic MotorBike / Driveable / Functional (Classic MotorBike Vehicle 3D Model) (Unreal Engine)
Classic Tram (Unreal Engine)
Cosmos 50% Discount Code
Cosmos One-month standard subscription
Creating Abandoned Church 3D Environment in Unreal Engine 5
Creating an Industrial Concept Art in Blender / Photoshop
Cyberpunk Laboratory (Godot Engine)
Cyberpunk Laboratory (Unity Engine)
Cyberpunk Laboratory (Unreal Engine)
Cyberpunk Megapack ( Unity Engine )
Cyberpunk Megapack ( Unreal Engine )
Cyberpunk Port City Environment (Unity Engine)
Cyberpunk Port City Environment (Unreal Engine)
Desert Planet Environment (Unreal Engine)
Desert Ruins Environment (Unreal Engine)
Driveable / Animated Construction Truck (Construction Truck Heavy Duty 3D Model) (Unreal Engine)
Driveable Classic Car / Vehicle (Rigged Customizable) (Unreal Engine)
FPS 4K Custom Modern Handguns – VOL.2 (Unreal Engine)
FPS 4K Custom Modern Handguns – VOL.3, (Unreal Engine)
FPS 4K Custom Modern Shotguns – VOL.3 (Unreal Engine)
FPS 4K Western Guns – VOL.4 (Unreal Engine)
Fantasy Castle Environment ( Unity Engine )
Fantasy Castle Environment ( Unreal Engine )
Fantasy Interior Environment ( Unreal Engine )
Feudal Japanese Village (Unreal Engine)
Haunted Village Environment ( Godot Engine )
Haunted Village Environment ( Unity Engine )
Haunted Village Environment ( Unreal Engine )
Hemlock Forest / Jungle (Unreal Engine)
Material Assignment Tool (Unreal Engine Tool Plugin)
Medieval Market Environment (Unreal Engine)
Nordic / Viking Landscape (Unreal Engine)
Object Distribution Tool (Unreal Engine Tool Plugin)
Old Workers Village ( Unreal Engine )
Oriental Building Environment (Unreal Engine)
Pickup Truck – Rigged/BP Controllable (Unreal Engine)
Rocket Unreal Engine Plugin
SFX Car Pack
SFX Character Landings
SFX Cyberpunk Guns
SFX Footsteps Crouch
SFX Medieval Armor & Body Impact Pack
SFX Medieval Gore
SFX Medieval-Combat Weapons & Impacts
SFX Post Apo Diner
SFX Retail Checkout – Modern Coffee Shop Audio Pack
SFX Soulslike
SFX-Medieval Character Movement
SUV 01 Driveable / Animated / Realistic
Sci-Fi Laboratory Environment (Unreal Engine)
Sci-Fi Robot Factory (Unreal Engine)
Sci-Fi Spaceship Hangar | Futuristic Industrial Dock Environment Pack (Unreal Engine)
St Paul’s Cathedral (Unreal Engine)
Stylized Ancient Temple (Unreal Engine)
Stylized Christmas Amusement ( Unreal Engine )
Stylized Christmas Market (Unity Engine )
Stylized Christmas Market (Unreal Engine )
Stylized Christmas Town (Unity Engine)
Stylized Christmas Town (Unreal Engine)
Stylized Fantasy Environment (Unity Engine)
Stylized Fantasy Environment (Unreal Engine)
Stylized House Interior (Godot Engine)
Stylized House Interior (Unity Engine)
Stylized House Interior (Unreal Engine)
Stylized Japanese Shrine (Unity Engine)
Stylized Japanese Shrine (Unreal Engine)
Stylized Pirate Port City (Godot Engine)
Stylized Pirate Port City (Unity Engine)
Stylized Pirate Port City (Unreal Engine)
Substance 3D Painter: A Complete Guide for Beginners
The Pine Environment ( Unity Engine )
The Pine Environment ( Unreal Engine )
The Space Base in Red Planet ( Unreal Engine )
Ultimate Level Art Tool – ULAT (Unreal Engine Tool Plugin)
Ultimate Lighting and Camera Tool ( ULCT ) (Unreal Engine Tool Plugin)
Unreal Engine 5, Blender – Creating a Classroom Environment
VFX Blood (Unreal Engine)
VFX Dust (Unreal Engine)
VFX Explosion (Unreal Engine)
VFX Smoke (Unreal Engine)
Water VFX (Unreal Engine)
Watermills / Nature Environment (Unreal Engine)
Yellow Parrot Restaurant (Unreal Engine)
ZBrush: Beginner to Advanced Course on Three Miniatures”

+infos(oficial): LINK

Uma campanha de mapas para serem usados em videojogos ou jogos. Com o titulo “Map Making Mega Bundle Encore” e com o texto de apresentação: “Passionate about building maps to great game worlds? Say hello to the Map Making MEGA Bundle. Whether it’s starships and solar systems, entire worlds, historical maps or fantasy floorplans, this treasure trove of assets and apps has what you need for your cartography. It includes practically everything either released by map-making experts ProFantasy Software, including the latest CC3+, Cartographer’s Annual Vol. 1–17, every symbol set, dungeon, city and overland app they’ve ever released”.
Da lista faz parte:
“Campaign Cartographer 3+ Lifetime License
Cartographer’s Annual Vol 1
Cartographer’s Annual Vol 10
Cartographer’s Annual Vol 11
Cartographer’s Annual Vol 12
Cartographer’s Annual Vol 13
Cartographer’s Annual Vol 14
Cartographer’s Annual Vol 15
Cartographer’s Annual Vol 16
Cartographer’s Annual Vol 17
Cartographer’s Annual Vol 2
Cartographer’s Annual Vol 3
Cartographer’s Annual Vol 4
Cartographer’s Annual Vol 5
Cartographer’s Annual Vol 6
Cartographer’s Annual Vol 7
Cartographer’s Annual Vol 8
Cartographer’s Annual Vol 9
Character Artist 3
City Designer 3
Cosmographer 3
Dioramas 3
Dungeon Designer 3
Fractal Terrains 3+
Perspectives 3
Source Maps: Castles!
Source Maps: Cities!
Source Maps: Temples, Tombs and Catacombs!
Symbol Set 1: Fantasy Overland
Symbol Set 2: Fantasy Floorplans
Symbol Set 3: Modern
Symbol Set 4: Dungeons of Schley
Symbol Set 5: Cities of Schley
Symbol Set 6: Isometric Cities
Token Treasury: Monsters 1
Token Treasury: Monsters 2
Tome of Ultimate Mapping
World Builder’s Compendium
World War 2 Interactive Atlas”

+infos(oficial): LINK

Uma campanha de assets exclusivos para o Unity. Com o titulo “Bad Asset Bundle unity exclusive 14 mega pack ” e com o texto de apresentação: “Add a little spice to your holiday whether you’re naughty or nice with the hottest, BAD ASSets, around! This Unity-exclusive collection has everything you need to build stylized settings that are perfect for a variety of genres—run your own theme park with the Carnival, explore the dark and moody Gothic Interior Megapack, or a horror-ready Apocalyptic Hospital, and much more”.
Da lista faz parte:
“THE CARNIVAL
Apocalyptic Hospital
Gothic Interior Megapack
Feudal Japan Megapack
Pharaoh’s Legacy: Egyptian Temple
Gothic Exterior
Decay: Oil Drums District
Medieval Village Megapack
Elven Oak Village
Stylized Village Fatpack
Fantasy Gothic Pack
The Bazaar (Market)
Cyber-town
Asian Temple Pack”

+infos(oficial): LINK

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Ofertas de trabalho (em dezembro)

Procura-se um Systems Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

What You’ll Do
Design, tune, and balance core gameplay systems that drive progression, resource flow, and dynamic world behaviors.
Translate high-level design goals into clear, scalable systems that connect mechanics, player motivation, and content.
Model dependencies and feedback loops between AI, combat, economy, and world systems to ensure long-term balance and emergent variety.
Work closely with engineering and data teams to implement tunable, data-driven frameworks that can scale efficiently.
Analyze telemetry and playtest data to validate assumptions, identify edge cases, and optimize player experience.
Establish clear system documentation and parameter hierarchies, ensuring other designers can build within your frameworks.
Collaborate cross-discipline (Combat, AI, Content, Technical Design) to maintain systemic coherence and design consistency.
Champion systemic thinking within the team, promoting elegant solutions, simulation-minded design, and measurable outcomes.

What You Bring
5+ years of experience in systems or economy design on at least one shipped title.
Proven ability to design and balance interconnected systems with multiple inputs, dependencies, and player variables.
Strong understanding of data-driven design workflows parameter tuning within Unreal.
Analytical mindset: translate qualitative goals into quantitative balance models.
Clear communication skills, able to convey complex system logic visually & persuasively.
A genuine fascination for how systems behave, in games, and real-world dynamics.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.

Bonus
Experience with procedural content generation or systemic encounter frameworks.
Familiarity with combat-driven or extraction-style PvEvP ecosystems.
Understanding of AI behavior dependencies, rarity systems, and scaling logic.
Background in mathematics, data analysis, or systems architecture.
Familiarity with the Gameplay Ability System (GAS) and its application to multiplayer.

+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Combat Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

What You’ll Do
Implement, tune, and balance combat systems, weapons, abilities & enemy behaviors.
Own the feel of combat: responsiveness, hit timing, recovery, rhythm, etc.
Calibrate interactions between player mechanics, AI logic, and camera to achieve a clean, deterministic combat model.
Maintain and evolve combat parameters: damage curves, stamina systems, tracking logic, invulnerability frames, and cooldowns.
Build, document, and maintain data-driven balance frameworks for PvE and PvP encounters.
Partner with Animation, Engineering, and AI teams to refine movement fidelity, impact feedback, and rhythm.
Analyze playtest data and player telemetry to validate tuning, surface edge cases, and evolve the meta.
Ensure every weapon, archetype, and enemy type has a distinct combat identity and tactical role.

What You Bring
5+ years of experience in combat or systems design for 3rd-person or action titles (PvE and/or PvP).
Deep understanding of melee and ranged combat design fundamentals — spacing, timing, recovery, and player feedback.
Proven ability to tune deterministic combat systems for balance and consistency across latency and skill tiers.
Strong grasp of camera, lock-on, targeting, and animation-driven gameplay.
Experience with combat data management: tuning tables, curves, and debug visualization.
Fluent in Unreal Engine (Blueprints, DataTables, tuning workflows).
Analytical mindset — able to diagnose subtle feel issues through metrics and iteration.
Comfortable working within clear design direction and taking ownership of executional detail.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.

Bonus
Experience creating PvPvE or extraction-based combat ecosystems.
Knowledge of AI behavior trees, modular encounter systems, or systemic combat scaling.
Understanding of competitive tuning and meta evolution in skill-based games.
Background in combat animation timing, root motion, or motion matching.
Familiarity with the Gameplay Ability System (GAS) and its application to multiplayer.

+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Lead Game Designer (hibrido/Portugal) pela Scopely em modo hibrido, em que:

Scopely is looking for a superstar Lead Game Designer to join our Star Trek Fleet Command team in Dublin or Barcelona on a hybrid or remote basis.

What You Will Do
As a Lead Game Designer on STFC, you’ll own the standards, direction, and experiences that define how millions of players experience growth and mastery across our monthly content releases and beyond.

Become the design owner and leader behind our content pipeline, directing designers and live ops specialists in crafting compelling experiences for our players
Guide teams through the creative process, ensuring they can hit the vision of the game and deliver upon player and product needs with accuracy
Get your hands dirty through direct involvement in building and refining novel gameplay experiences focused on resource generation, spending, time gating, and power growth
Create systems that foster meaningful player agency and long-term investment
Manage and mentor designers in systems and economy design to elevate our standards and craft incredible experiences
Shape the design process to ensure the standards of players are met and exceeded
Use tools (Excel, Google Sheets) to model economies and progression pacing
Collaborate with Experienced, driven and passionate Designers, Product Managers, Analysts, and Engineers to implement features which aim to advance the genre
Evaluate performance using data, player feedback, and your own playtest experience
Design for scale: plan for long-term content extensibility and system health

What We’re Looking For
2+ years of game design leadership experience
Proven experience in F2P systems design and progression modelling
8+ years of experience designing systems or economies for live, F2P games (preferably MMO, 4X, or strategy genres)
Confident people manager and mentor, that is able to grow & nurture talent
Experience with all aspects of game design discipline: concept, game progression, interface, monetization, and retention
A proven track record of delivering features that balance player fun, engagement, and monetisation
Ability to translate KPI targets and data into design direction for teams
Mastery of spreadsheets and confidence in balancing power curves, pacing, and resource flow
Experience working cross-functionally and navigating live production environments
A positive, thoughtful, and collaborative approach to game development

Bonus Points
Deep understanding of the 4X genre with specific experience in F2P 4X
Familiarity with SQL, scripting, or simulation tools
Love for Star Trek, sci-fi, or highly strategic social games
Previous work on alliance or co-op systems in large-scale games”
+infos(oficial): https://www.scopely.com/

Procura-se um Game Systems Designer (Strategy/Political Simulation) (Porto/Portugal) pela Top Sigma Studios, em modo presencial, em que:

Role Description
This is a remote position for a Game Systems Designer specializing in strategy and political simulation games. In this role you will help shape the core systems of our debut title, State of Affairs, a political strategy game about managing power, social groups and crises.

You will:
Design and balance core game systems, political factions, social classes, economy, public opinion, unrest, elections and policies
Define and maintain system documentation diagrams, data tables, rules and formulas that are easy to implement and iterate on
Collaborate closely with programmers and artists to integrate your systems, tune them and keep them consistent across scenarios
Conduct focused research into politics, history and economics to ground systems in believable dynamics
Run or support playtests to identify exploits and dominant strategies, and improve clarity, tension and pacing

Qualifications
Required:
Strong understanding of game mechanics, balance, feedback loops and player behavior
Comfortable working with numbers and data spreadsheets, curves, formulas, tuning and iteration
Ability to conduct targeted research on political, historical or economic topics and translate that into game mechanics
Strong problem-solving skills and detail-oriented approach to designing complex systems
Excellent communication and collaborative skills for effective teamwork in a remote environment
Passion for strategy and political simulation games and a keen interest in player psychology

Nice to have:
Familiarity with Unity or another modern game engine
Experience designing economies for strategy games or decision making in systemic games
Experience with telemetry or analytics to guide balance decisions
Bachelor’s degree in Game Design, Computer Science, or a relevant field”
+infos(oficial): https://studios.top-sigma.com/

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Ofertas de trabalho (em novembro)

Procura-se um Senior Level Designer – Coffee Pack (Lisboa/Portugal) pela Voodoo em modo presencial, em que:

Role
We’re looking for a talented Level Designer to design levels for Coffee Pack.
You will work with our Unity-based level editor to create fun and engaging levels.
You’ll be Collaborating with our creative team to design and plan innovative game levels that align with our unique gameplay style
Using our proprietary game development tools to bring your designs to life, creating immersive levels, interactive elements, and challenging obstacles
Implementing and adapting our core game mechanics into your level designs to create a seamless, engaging gameplay experience
Working closely with our team of artists, animators, and programmers to ensure your level designs are fully realized
Testing and balancing your levels, taking into account player feedback and data to ensure they are fun, fair, and in line with our high-quality standards
Documenting your level designs using diagrams, flowcharts, and spreadsheets to communicate your concepts effectively within the team
Ensuring your designs adhere to technical constraints and opportunities presented by our game engine.

Profile
At least 3 years of experience in a Level Design for a puzzle casual game
Understanding of models and tools to analyze gameplay and user behavior
Proven experience in level design, with a portfolio demonstrating your ability to create engaging, fun levels for games
Strong understanding of game design principles, particularly within the puzzle genre
Proficiency in Unity and other level design software and scripting languages
Excellent problem-solving skills, with a creative approach to design challenges
Strong communication skills, able to work effectively within a team and explain your ideas clearly

Nice to have
Experience in Puzzle games, Match 3 puzzle, Sort games…
A degree in game design, computer science, or a related field would be beneficial.”
+infos(oficial): https://voodoo.io/

Procura-se um Senior Game Designer (Oeiras/Portugal) pela MiniClip em modo presencial, em que:

What will you be doing at Miniclip?
Design and craft mission gameplay experiences and game features that deliver strong player engagement, retention, and monetization.
Take ownership of mission gameplay design and implementation, collaborating cross-discipline to create new and exciting scenarios and moment-to-moment gameplay.
Participate as a key member of the product team across the product life-cycle, working on games in production, and live titles, owning and creating high-impact gameplay content updates for our existing portfolio of games.
Plan and execute mission designs within Unity using our proprietary tools and editors, from inception to finished product.
Review and iterate gameplay designs and mission implementation both during production and post-release, incorporating feedback from key stakeholders and directing mission changes to balance game content based on analytics data.
Help identify and deconstruct new markets and opportunities, expanding the portfolio of the company and staying at the cutting edge of the mobile gaming industry.

How will you work with the team?
Collaborate across the team to expand and iterate internal tools used for mission and gameplay implementation.
Present and articulate your designs across the team, upholding and championing the game vision and core pillars.
Support the team with subject-matter expertise on mobile & social game design.

What are we looking for?
Extensive experience of gameplay and systems design, monetisation, and live ops on freemium mobile games.
An excellent knowledge and understanding of gameplay design, complex game economy systems with multiple currencies, and progression systems.
Experience across the product life-cycle, from prototyping, through production, to updating a live free-to-play game.
Strong knowledge of the mobile & social game space, with an exceptional understanding of current design techniques to deliver excellent engagement, retention, and monetisation.
Understanding of and experience with reviewing game analytics, developing insights based on data to make better informed design decisions.
Strong grasp of mobile user-experience design, and ability to consider & empathise with many different types of players.
Creative problem solver, with proven ability to create compelling gameplay.
Relentlessly self-critical always sees the pros and cons of each approach, and works tirelessly to improve design solutions. Prolific with high-quality, well-thought-through proposals.”
+infos(oficial): https://miniclip.com/

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livro “Dice Men – The Origins of Games Workshop”

Um livro interessante intitulado “Dice Men – The Origins of Games Workshop” , sobre jogos de tabuleiro mais especificamente sobre a história dos jogos de miniaturas. Parece que este livro é uma retrospectiva histórica sobre os espaços da Games Workshop e a Fighting Fantasy.

+infos(loja): LINK

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Ofertas de trabalho (em outubro)

Procura-se um Systems Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

You’ll help design and refine the systemic backbone of our action title, from progression and resource frameworks, to systemic generation features, ensuring every layer contributes to the overall structure.

This is a role for a designer who can think broadly and execute deeply: analytical, technical, and systems-oriented. Someone who can step back and see the whole machine, not just its parts.

What You’ll Do
Design, tune, and balance core gameplay systems that drive progression, resource flow, and dynamic world behaviors.
Translate high-level design goals into clear, scalable systems that connect mechanics, player motivation, and content.
Model dependencies and feedback loops between AI, combat, economy, and world systems to ensure long-term balance and emergent variety.
Work closely with engineering and data teams to implement tunable, data-driven
frameworks that can scale efficiently.
Analyze telemetry and playtest data to validate assumptions, identify edge cases, and optimize player experience.
Establish clear system documentation and parameter hierarchies, ensuring other designers can build within your frameworks.
Collaborate cross-discipline (Combat, AI, Content, Technical Design) to maintain systemic coherence and design consistency.
Champion systemic thinking within the team, promoting elegant solutions, simulation-minded design, and measurable outcomes.

What You Bring
5+ years of experience in systems or economy design on at least one shipped title.
Proven ability to design and balance interconnected systems with multiple inputs, dependencies, and player variables.
Strong understanding of data-driven design workflows parameter tuning within Unreal.
Analytical mindset: translate qualitative goals into quantitative balance models.
Clear communication skills, able to convey complex system logic visually & persuasively.
A genuine fascination for how systems behave, in games, and real-world dynamics.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.”
+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Technical Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

What You’ll Do
We’re looking for a Technical Designer: a hybrid mind who speaks both design and code. Someone who can take abstract design ideas and make them playable, stable, and scalable inside Unreal. You’ll be the connective tissue between game design and engineering: prototyping systems, building scripts, and ensuring that creative ideas become functional, performant gameplay.

This is a role for someone who loves turning concepts into working, tunable systems. You’re part designer, part engineer, and fully obsessed with elegant problem-solving.

Key Responsibilities
Prototype and implement gameplay features, mechanics, and systemic behaviors in Unreal Engine (Blueprints + C++ exposure preferred).
Partner with systems, mission, and level designers to bring designs from paper to playable.
Build and maintain modular tools, templates, and data structures that empower non-technical designers to work efficiently.
Debug, profile, and optimize gameplay systems to ensure smooth performance and clean dependencies.
Establish and document best practices for gameplay scripting, naming conventions, and implementation workflows.
Collaborate with engineering to bridge high-level design goals and technical constraints.
Participate in feature reviews, offering grounded technical input on scope, feasibility, and integration.
Support content integration across multiple disciplines (AI, audio, VFX, animation, environment).
Maintain rapid iteration pipelines—helping the team test, tune, and evolve gameplay at high velocity.

You Are
A hybrid problem-solver with 4+ years of experience as a Technical Designer, Gameplay Scripter, or similar role.
Fluent in Unreal Engine 5, with deep understanding of Blueprint scripting, data-driven workflows, and gameplay frameworks.
Comfortable reading or writing C++, even if not your primary tool.
Strong understanding of gameplay systems, state machines, event logic, and AI behavior frameworks.
Obsessed with iteration speed—you automate what’s repeatable, document what’s complex, and simplify what’s messy.
An excellent communicator who thrives at translating between creative and technical languages.
Calm under pressure and laser-focused on execution quality.
Motivated by building tools and systems that make great design inevitable.”
+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Combat Game Designer (Lisboa/Portugal) pela Funplus/Studio Ellipsis em modo presencial, em que:

What You’ll Do
Implement, tune, and balance combat systems, weapons, abilities & enemy behaviors.
Own the feel of combat: responsiveness, hit timing, recovery, rhythm, etc.
Calibrate interactions between player mechanics, AI logic, and camera to achieve a clean, deterministic combat model.
Maintain and evolve combat parameters: damage curves, stamina systems, tracking logic, invulnerability frames, and cooldowns.
Build, document, and maintain data-driven balance frameworks for PvE and PvP encounters.
Partner with Animation, Engineering, and AI teams to refine movement fidelity, impact feedback, and rhythm.
Analyze playtest data and player telemetry to validate tuning, surface edge cases, and evolve the meta.
Ensure every weapon, archetype, and enemy type has a distinct combat identity and tactical role.

What You Bring
5+ years of experience in combat or systems design for 3rd-person or action titles (PvE and/or PvP).
Deep understanding of melee and ranged combat design fundamentals — spacing, timing, recovery, and player feedback.
Proven ability to tune deterministic combat systems for balance and consistency across latency and skill tiers.
Strong grasp of camera, lock-on, targeting, and animation-driven gameplay.
Experience with combat data management: tuning tables, curves, and debug visualization.
Fluent in Unreal Engine (Blueprints, DataTables, tuning workflows).
Analytical mindset — able to diagnose subtle feel issues through metrics and iteration.
Comfortable working within clear design direction and taking ownership of executional detail.
Experience designing and implementing gameplay systems in Unreal Engine.
Shipped at least one game using Unreal Engine.

Bonus
Experience creating PvPvE or extraction-based combat ecosystems.
Knowledge of AI behavior trees, modular encounter systems, or systemic combat scaling.
Understanding of competitive tuning and meta evolution in skill-based games.
Background in combat animation timing, root motion, or motion matching.
Familiarity with the Gameplay Ability System (GAS) and its application to multiplayer.

+infos(oficial): https://funplus.com/ ou https://www.studioellipsis.com/

Procura-se um Game Designer (hibrido/Portugal) pela freelance, em que:

Responsibilities
Design and prototype user interactions that enhance the overall product experience
Collaborate closely with the project owner to understand vision and requirements
Apply game design methodologies to create intuitive and engaging product flows
Integrate graphic and UI/UX elements to ensure cohesive design across platforms
Provide actionable feedback and iterate on design concepts rapidly
Document design decisions and present interaction flows for review

Skills And Requirements
Proven experience in game design and product interaction design
Strong portfolio demonstrating app, web, and graphic design projects
Proficiency with design tools such as Figma, Sketch, or Adobe Creative Suite
Ability to translate user needs into engaging interactive experiences
Excellent communication and collaboration skills
Availability for on-site work in Lisbon, with flexibility for hybrid arrangements
Willingness to travel for short-term assignments
Attention to detail and a user-centered design mindset”
+infos(oficial): https://www.twine.net/

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Art & Play – Pombal Game Jam 2025

Vai decorrer novamente e em Pombal, o evento “Art & Play – Pombal Game Jam 2025”. São dois dias a pensar e a desenvolver jogos, em equipas.

Da apresentação do evento surge:
“Who Can Participate?
Game developers of all levels
Artists from any discipline — music, theatre, writing, visual arts, dance, fashion, design, and more
Anyone interested in exploring the possibilities of games as an artistic medium”

o evento é gratuito mas tem lugares limitados. inscrições até dia 12 de outubro.

+infos: oficial

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The Futuregames Team, avaliação de portfólio

A “The Futuregames Team” está a disponibilizar slots para uma avaliação de portfólio de videojogos que foram desenvolvidos.
São escolhidos alguns para serem avaliados em tempo real, pela equipa do The Futuregames Team e de um elemento de uma empresa convidada.
Para isso só é necessário enviar o link do videojogo para review@futuregames.se

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