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Ubisoft

To embark on the enthralling tale of my time in Ubisoft Brasil, we must first rewind the clock and journey back to the origins of game development in Brazil with Southlogic, the country’s pioneering game development company.

I created many variations of our logo

In 2005 I moved to Porto Alegre, RS – Brazil to do my post graduation in graphic design. During this same period I started working with Southlogic. I began my professional journey as a graphic designer. However, as you delve further into this post, you will discover that this initial role merely served as the initial stepping stone to my thrilling expedition into the captivating world of the games industry. Was a great times! We made many wonderful projects. We worked with the most varied consoles of that time, such as the PSP, PS2, DS, X-box 360 and PC. Games like, Flushed Away for PS2, Scooby-Doo – Who’s Watching Who for PSP, Football Tigers for PC, Dear Hunter for X-box360 and many other games!

And I created many proposals for our clients!

Let’s start!


My first collaboration with art working to the Southlogic was 3D Outsourcing for Scooby-Doo – Who’s Watching Who for PSP ( It’s crazy project because we had a big list of assets with specifications like, 01 – full skeleton – 32 triangles and 1 texture 16x16pixels 02 – Gramophone with 26 triangles and 1 texture 16×16 pixels, we had to do magic with this limitation)

Deer Hunter – Xbox 360

Deer Hunter is classic game made by Soundlogic to the Atari. The guys made 4 versions of this game, and I worked for the Deer Hunter Tournament as game designer, Ui and UX designer, illustrator and video maker.

2009 – interface design and UX Deer Hunter Tournament

My time at my previous company was truly unforgettable, as it presented me with the chance to immerse myself in numerous enriching projects and acquire invaluable insights. Throughout my journey there, I donned multiple hats, such as conceptual artist, game designer, illustrator, video producer, and UX designer.

2007 – Concept Art Nintendo Wii game.

One of my greatest passions was generating new game ideas. It was during this time that I honed my ability to craft a unique type of GDD (Game Design Document) I called him VGDD (Visual Game Design Document). This is another one of my inventions, it’s pretty obvious, but the industry didn’t work like that. It’s an innovative approach blended my visual visions seamlessly with a profound understanding of the game’s true essence.

2008 – PAC-MAN, cover of one of the many proposals I created.

Boogle – Web game

Boogle marked one of Southlogic’s final projects before the company’s acquisition by Ubisoft. Developed under Hasbro’s ownership, I was granted the unique opportunity to completely revamp the game’s interface, encompassing everything from the visual design to the captivating animations. The outcome was met with resounding acclaim from Hasbro, lauding it as the most exceptional iteration of the game to date. Working on this project brought me immense joy and satisfaction, knowing that my efforts contributed to creating an extraordinary gaming experience.

End of the Southlogic…

However, it was a pivotal turning point when one of our esteemed clients, Ubisoft, entrusted our studio with the creation of a game. Together, we brought forth the captivating “Wedding Design” game for the Nintendo DS, which astoundingly garnered over 1 million copies sold worldwide. My involvement as a game designer and illustrator added an extra layer of gratification to the whole experience. The success of this game proved to be a transformative moment for our studio, leading to Ubisoft’s acquisition of our company, ultimately rebranding us as Ubisoft Brasil.

Wedding Designer – Nintendo DS

The changing

Everything changed from this point on. We no longer had customers, we were committed to creating new exclusive games for Ubisoft. The demand always came from the HQ, but it had enough mobility to propose. As a winning studio, it had good prestige with the French developer. We split into teams, and my team went with the Imagine line.

given so many roles I took on, I was unclassifiable! It was easier to call myself a designer.

Party Planner – Nintendo DS

Another project that I loved to participate is Party Planner for Nintendo DS. is a hard platform to developer, everything is very small and limited, the color are counted and all the tool are from Nintendo. In this game I was the Game Designer, UX designer, Illustrator and video maker. Bellow the video:

After this project I joined the team that was creating a game for the Nintendo Wii. It was a family party game with a focus on our Amazon rainforest. I stick with the concept art. I’ve always liked game design, but I’m passionate about visual creation. During this period I generated more ideas than the project could handle. Every day I woke up with new ideas, such was my passion for the project and for the moment.

AMAZON – Nintendo Wii

One of my most memorable projects was working on an Amazon game for the Nintendo Wii, which unfortunately never launched. However, it was an excellent effort by the entire team, consisting of both French and Brazilian members. In this project, I was responsible for the concept art and color studies (color scripts). I spent four months working on this project, and I’m proud to share some of the visuals I created to guide the game’s visual direction and help the team visualize the final product:

Facebook game, no! Let’s go crazy!

As the sun set on our studio, 2010 marked the conclusion of Ubsoft Brasil’s legacy as a game development hub in Brazil. During its final months, I had the privilege of working on one of the most enthralling projects of my professional career – a game designed for the DS, crafted to heighten the experience of Nintendo Wii DRIVE players through a unique cooperative gameplay.

Driver DS help

We created a mini game on Nintendo DS that help the player on the game Driver. In this game I worked as game designer and illustrator.
Fun fact: This game was created just by me and my friend Christian, the mind who programmed it. I worked on the art and the game design. Everyone else was working on a facebook game.

At times, life’s course is determined by the choices we make, while other moments find us at the mercy of being chosen.

It’s a power Up!

This remarkable journey not only solidified my passion for game development and game design but also established our studio as a reputable and influential player in the industry. The learning and growth I experienced during this time have shaped me both professionally and personally, laying the foundation for continued success in my future endeavors.

It would be unfair to say that I limited myself to the projects listed below. During this period, I created numerous proposals, planned various games, and contributed with art and ideas to several projects, although not all of them materialized into final products. Today, running my own company amoralite.com, I reaffirm that what you see in my portfolio represents only 10% of what I actually do – it’s just the tip of the iceberg. There is much more behind the scenes and many projects yet to come.

Curious about my game design skills? Take a look on this other chapter!
https://amoraleite.com/gdds

Ubisoft/Southlogic projects:
• Party Planner – Nintendo DS: Game Designer, 2D Artist
• Wedding Design – Nintendo DS: Game Designer, 2D Artist, Video Maker
• Driver: San Francisco – Nintendo Wii/Nintendo DS: Game Designer, 2D Artist.
• Deer Hunter Tournament – Xbox360 and PC: 2D Artist and Game Designer
• Boggle – Iwin: Art Director, 2D Artist
• Wordscape – Iwin: Art Director, 2D Artist
• Scooby Doo! Who’s Watching Who? -PSP: 3D Artist
• Football Tigers -PC K elloggs: 2D Artist
• And many other projects that won’t saw the sunlight like Amazon for the Nintendo Wii.

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