About Us

About Us

We are a videogame production studio. Our mission is to create, and launch, videogames based on values – ethical, civic and solidary, supporting the market’s growth as well as the Portuguese professionals, promoting the interaction between young students, using videogames as a tool, for professional integration and as a motivator for the continuation of studying. We are gamers, professionals, and socially enrolled. We want to do fun games, with competence and sense of responsibility.

We are

We are agents of change, problem solvers and proactively searching for solutions.

We believe

We believe that growth towards our Dreams and goals, is made of lots of work and dedication, but also by creating opportunities that allow us to shine. Everyone has a talent, everyone deserves a second and a tenth chance, everyone needs a project.

Our goal

Our goal is to help, nurture, improve perspectives and increase opportunities, leaving people a little bit better than they were before meeting us.

The Team

The Team

WE ARE A LEARNING-BASED COMMUNITY – WHICH MEANS PEOPLE WILL LEARN WHILE BELONGING AND PARTICIPATING, DOING WITH THOSE WHO DO IT. AS WE LEARN WE BECOME, AS WE TEACH, WE EXCEL.

Joao Cardoso
Joao Cardoso

Project Manager and Lead Programmer

Ana Teresa Mota
Ana Teresa Mota

Game Designer and External Affairs

Pedro Oliveira
Pedro Oliveira

3D Animator and Internships Supervisor

Arman Haeri
Arman Haeri

Senior Developer

Renato Baltazar
Renato Baltazar

Trainee – 3D Modelling

Bruno Baltazar
Bruno Baltazar

Trainee – 3D Modelling

Susana Alves
Susana Alves

Apoio de Gestão

3
WON
11
TIED
1
LOST
  1. TAP’A BEATA is an artistic statement, our voice and stand on a national political issue on a free mobile game. Since cigarette butts were subject to a law proposal and public discussion, we’ve managed to hit the papers with our little game.

    Developed in 48 hours and beta tested already online, for a week we’ve introduced features on demand and answer our community with a thankful heart.  It’s good to be heard.

    This game was our way of saying we are artists; we have something to say and games are our language of choice.

  2. SEA WARRIOR  is an infinite runner where DEV roams the bottom of the sea collecting trash and garbage to recycle. From simple items anyone can learn how to dispose, such as gums and straws or swabs, to more complex items like piles of garbage or radioactive dumps that our Warrior needs to destroy to later recycle.

    DEV was the creation of a group of children as a recycling robot that was discarded to the bottom of the sea, where it started to fulfill its mission.

    Protecting the ocean as we play is a good way of making daily objects present in our minds when we use and discard them, so the underlying message is “We can change. We can clean the oceans. We can do our part”.

  3. This game is an experimental project still in early stage of development, that pretends to create a behavioral setting for experiencing choices and results, since choices have a direct and immediate impact on game-play. Inclusion was our focus, more than awareness, get common grounds and starting points the same for everyone.

    When people say equality is not treating everyone the same, we thought games could help defy that and use it as a starting point – we are all the equal, even when we don’t know.

    Using our senses to include and our minds to decide, through our choices we grow.

  4. Marvila Runner is a project from a team we’ve met and decided to give support. Their programming, their art, their choices…. We are just cheering them on and making sure the project comes to a good term. It will be distributed by us, but the production belongs to this amazing team – a mix between a senior artist and a hand of students.

    Marvila Runner is an infinite runner, where a kid runs through different ages in Marvila, collecting beer caps and avoiding obstacles. One of the fun features of this game is the modelling of the actual buildings in Marvila – historic, iconic, familiar to Lisbon lovers.

  5. Game Jams are a moment of creativity, of refreshment. To meet new people, to mingle with people we know, to find out about projects, ideas, to know our dev community, to welcome students and newcomers. Every once in while we try to participate in game jams and every game is a starting idea we’ve included in our pipeline, so one day they’ll grow to finished games.

  6. Guilty was made at Global Game Jam, in Lusófona, in January 2019, with an incredible team composed by us (Ana e João), Ines Garcia and Tiago Cruz, Nuno Xu, Madalena Marcelino and Nuno Pinheiro.

    The challenge was to talk about homes, and we’ve decided to tell a story about past ghosts and how you need to battle them in order to feel good at home. Changing a house into a home includes getting memories out of the objects, into the fight and making peace with them.

    Our lesson from this jam was that we really need to include new people into our teams – even making our teams too big for a jam, because it makes sense to use jams to know people and working with them is the best way of doing just that. It was a pleasure to meet Nuno, Maddie and Pinheiro and we hope to work with them pretty soon.

  7. Singularity was a game developed at Neuro Game Jam 2018, at Lusófona, promoted with Champalimaud Foundation, in order to get scientists and game developers working together.

    Somewhere in a future not so distant, travelling through an animated outer space, this small robot was used to get an accountability for individual time measurement, since each monster needed a different charging time from the set of weapons. This individual time perception was altered by techno music, encounters speed, visual chaos on the background when running inside.

    I would say the big novelty in this game, for us, was the programming focused on the present – registering the players actions, the reactions in each moment, facing each event and transmitting all the data through the cloud for an observer, in real time. As such this game is also a data collection session and the posterior analysis of behaviors and choices is facilitated.

Partners

Partners

CONTACT

CONTACT

“Learn by doing – doing it easy – easy is right”