
RAPHAEL MELLO
Hi! I'm a Brazilian Developer who loves playing games and making them as well.
Portfolio
Professional Experience
Futuregames Warsaw
Game Jams

Husky's Universe
Click here to find out more.


A Sorcerer's Plegde
Click here to find out more.
The Last Branch
Click here to find out more.


Vanguard: A Space Survival
Click here to find out more.
Dashing Dinos
Click here to find out more.

Diviniants
Click here to find out more.


Diviniants
Click here to find out more.
Delivery Rush
Click here to find out more.


PAX
Click here to find out more.
Pruu Project Unleashed
Click here to find out more.
Museu Sombrio
Click here to find out more.
Museu Sombrio
Click here to find out more.




Client: Husky – Nomad Digital (Freelance Project, 2024)
Tech: HTML5, CSS, JavaScript, Node.js, Firebase, VSCode
Overview: A browser-based endless runner designed to promote reward-based engagement. Players who submit their scores and data are entered to win real-world prizes.
My Contributions:
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Developed the entire game using JavaScript and HTML5 canvas, focusing on smooth, responsive gameplay.
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Created a responsive web interface optimized for mobile and desktop platforms.
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Integrated a real-time database system for storing player data and score submissions.
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Implemented backend logic using Node.js to handle server-side validation and prize entry tracking.
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A Sorcerer's Pledge – Futuregames – Team Project 4 (2025)
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Tech: Unreal Engine 5, C++, Blueprints, Perforce, Visual Studio 2022
Overview: A dark-fantasy RPG with roguelike and FPS features.
My Contributions:
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Programmed game logic and implemented all UI.
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Made upgrade system in Blueprints.
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Co-developed and implemented 3C and combat.
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Implemented characters animations.
A Sorcerer's Pledge on itch.io - click here
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The Last Branch – Futuregames – Team Project 3 (2025)
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Tech: Unreal Engine 5, C++, Blueprints, Perforce, Visual Studio 2022
Overview: A narrative-driven adventure in a mysterious temple environment.
My Contributions:
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Programmed a dynamic dialogue system in Blueprints, enabling second dialogue after talking to a NPC.
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Implemented complete UI system: intro screen, main menu, loading screen, pause menu and game settings (graphics and audio).
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Developed state machine system to stabilize and improve core gameplay mechanics.
The Last Branch on itch.io - click here
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Vanguard: A Space Survival – Futuregames – Team Project 2 (2025)
Tech: Unity, C#, Perforce, Visual Studio 2022
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Overview: A sci-fi rogue like survival game where players battle waves of enemies to defend the star-base while managing upgrades and resources.
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My Contributions:
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Developed an enemy wave spawning system with dynamic scaling and difficulty progression.
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Implemented a player energy resource management, upgrades system and synched in the UI.
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Designed and implemented collectable drop logic for in-game exchange resources in the upgrades system.
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Vanguard on itch.io - click here
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Dashing Dinos – FutureGames – Team Project 1 (2024)
Tech: Unity, C#, Perforce, Visual Studio 2022
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Overview: An endless runner platformer with procedurally generated levels and arcade-style gameplay.
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My Contributions:
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Co-developed a responsive character controller, including physics-based jump and dash mechanics.
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Created an animation event system for syncing run/jump animations with gameplay actions.
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Developed UI system: main menu, pause menu, gameplay HUD.
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Created a character selection system with UI-to-gameplay integration.
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Designed and implemented power-up system and a procedural level generator to randomize obstacles and maintain replayability.
Dashing Dinos on itch.io - click here
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Diviniants – EDUJam (2025)
Tech: Unity, C#, GitHub, Visual Studio 2022
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Overview: An innovative 3D Pluzzle game with various levels. As a little angel find a way through the Puzzles, but only the Demons can press the Plates and open the doors that block your path to Ascension. Neither you nor your reflection will move if you walk into nothingness, but if you obstruct your own way, you can trick them to do your deeds.
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My Contributions:
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Developed game UI.
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Created and implemented audio settings.
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Co-developed save system.
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Made pillars transparent when player is moving behind them.
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Developed doors movement.
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Diviniants on itch.io - click here
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Delivery Rush is an adventure game. It was developed for Farmando XP Game Jam 2.
I develop and integrate the audio, program the GUI features and translation tool.
The project was developed in Unity, using C#. All the assets of the project were made by the team.
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Delivery Rush on itch.io - click here
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Pax is a multiplayer turn based strategy game. It's been developed for Game Jam Plus.
In the first phase of the Jam I was in charge of developing the GUI and in the second phase I migrated to program the gameplay features, especially because the GUI was essentially ready.
The project was developed in Unity, using C#. Other resourses used on the project were FMOD and DoTween. All the assets of the project were made by the team.
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PAX on itch.io - click here
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Pruu Project Unleashed is a 2D third person shooter game. It was developed for Control Alt Jam.
In this game, I mainly worked integrating FMOD in Unity and implementing the soundtrack and SFX in the game. I also programmed the GUI and helped with some game features, such as drop itens routine and other features.
The project was developed in Unity, using C#. Another resourse used on the project was FMOD. All the assets of the project were made by the team.
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Pruu Project Unleashed on itch.io - click here
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Museu Sombrio (Dark Museum) is a survival horror game. It was developed for Farmando XP Game Jam.
This was my first Jam as a developer, therefore, I did a little of almost everything: player mechanics, game features, UI features, and audio integration and programming.
The project was developed in Unity, using C#. Another resourse used on the project was FMOD. All the assets of the project were made by the team.
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Museu Sombrio on itch.io - click here
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Pax is a multiplayer turn based strategy game. It's been developed for Game Jam Plus.
In the first phase of the Jam I was in charge of developing the GUI and in the second phase I migrated to program the gameplay features, especially because the GUI was essentially ready. At the moment, the team is waiting for the results to see if we advance to the final stage.
The project was developed in Unity, using C#. Other resourses used on the project were FMOD and DoTween. All the assets of the project were made by the team.
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