Game Designer & Creative Developer

UnirReis

Play. Create. Explore.

Designing playful systems, immersive worlds and memorable experiences across games, interactive media and digital products.

  • 15+ Games Released
  • 30+ Interactive Projects
  • 50K+ Beta Players
  • Ideas in Progress

Selected Projects

A selection of my main works

Additional Projects

More games, prototypes and experiments

See all 13 projects

I design systems people can feel. A good rule is invisible — players never read it, they discover it by playing. My job is to make the rule generous enough that the player thinks the best moment was theirs.

Skills & Experience

What I Actually Do

Designed, built and shipped — not a list of interests.

See the full curriculum

Game Design

  • Core loops, mechanics and systems design
  • Progression, objectives and mission design
  • Level design and spatial readability
  • Balancing, onboarding and retention
  • Playtesting and iteration on real players
  • Prototyping to validate before production

Development & Tech

  • Unity and C# gameplay implementation
  • UI implementation, including NoesisGUI / XAML
  • Animation systems, shaders, materials and VFX
  • Mobile and WebGL builds
  • Unity ↔ external application integration
  • Works close enough to code to ship features

Art, UI/UX & Production

  • Concept art, 2D and 3D, environments and lighting
  • Art direction and visual development
  • HUDs, menus, inventories and navigation systems
  • UX flows, onboarding and information systems
  • Scope, planning and project coordination
  • Led teams of up to 10 people

About Me

I build the whole thing, not just the document.

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I'm Unir Reis, a Game Designer with 8 years in the industry and 11 years making games — the first ones in game jams and freelance work, long before anyone paid me for it.

Three of those eight years were spent running my own studio, Seeliefy, as COO and Art Director. B2B outsourcing: we designed, built and delivered games and interactive products for other companies. That is where I learned that a design decision only counts once it survives production.

What I actually offer is range. I move between game design, Unity, art, UI/UX and production, so I can take an idea from concept to a playable prototype without waiting for a hand-off. I don't treat game design as documentation — I treat it as a system that has to be built, tested and felt.

Focus
Game Design & Systems
Industry
8 years
Making games
11 years
Based in
Guarujá, Brazil
Languages
PT native · EN fluent (C2)
Currently
UI/UX Designer at ARVORE

Contact

Got a world that needs designing?

Write your message here and it goes straight to my inbox. Prefer another channel? All my links are right below.