
Ilha das Pedras Falantes
(Windows)
About
Ilha das Pedras Falantes is a collection of 50 science-themed educational games. Each game explores a different topic, such as the transformation of matter, the water cycle, material properties, cardinal directions, moon phases, insects, reptiles, and more. Players follow a scripted path that includes cutscenes created with facial motion capture, NPC interactions, Easter eggs, and puzzles related to the game's theme. The game's design offers an immersive educational experience, allowing students to practically apply what they learn in classes. Upon completion, players can save a personalized card image with their name, demonstrating their achievement and allowing them to share it with classmates.
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Ilha das Pedras Falantes is designed for internal use only and is utilized exclusively during courses offered by Brazil's Ministério da Educação. Therefore, there is no public link available.
Project Info
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Role: Gameplay Programmer
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Team Size: 16
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Time Frame: 8 mos
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Engine: Unity
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Project Management: Trello, Google Drive
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Version Control: Perforce Helix Core
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Motion Capture: Faceware

Puzzle solving + facial motion capture cutscene.

Drag-n-Drop puzzle gameplay.
My Role
Core Gameplay Systems
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Developed an Easter egg system that unlocks hidden crossword puzzles.
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Created a system to give players a personalized card image with their name upon completing the game.
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Implemented a saving system to save the rewarded card image on Documents.
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Implemented the game progress bar.
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Tweaked character movement scripts.
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Developed and refined various UI elements.
Gameplay
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Scripted over 50 puzzles gameplay, including crosswords, drag-and-drop (2D/3D), connect-the-dots, and more.
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Developed gameplay sequences for maps, incorporating cinematic moments and puzzle interactions using the XNode plugin.
What I learned
In this project, I gained extensive experience collaborating with specialized teams, including game programmers, the animations/motion capture team, 3D artists, illustrators, and game and UI designers. The project was developed with weekly meetings and under a tight deadline, which taught me how to manage development time by prioritizing tasks. I also learned to quickly present an MVP for designers' validation, providing designers and artists with a functional reference.
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I developed over 50 puzzle gameplay logics, including crosswords, drag-and-drop (2D/3D), connect-the-dots, and more. This experience gave me a strong understanding of various Unity systems, encompassing both 2D interfaces and the game world, and how they interact. Additionally, I extensively used the xNode plugin, which we customized with custom many nodes for actions such as teleporting the player, saving the game, starting (and waiting for) a puzzle, playing a cutscene, and more.
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Finally, this was my first experience working with motion capture. It was an excellent opportunity to understand the motion capture team's workflow and pipeline, enabling them to deliver working animations to game programmers effectively.