
Eduardo Cunha
My name is Eduardo Cunha, and I've been in love with making games for the past 6 years, with experience in game design, level design, scripting and procedural algorithms. I'm obsessed with games of any kind — digital, RPGs, board games, sports. I love a micro universe and exploring its set of rules.
Space Gods Quiz
Space Gods Quiz is a walk-up-and-play quiz built for Riot Games Brazil, running on their stand at Gamescom Latam 2026. One of three activations I designed and built for Riot through Riftix.
Soraka asks, you answer. A run is short by design — long enough to be worth queueing for, short enough that the queue keeps moving.
- Cut the run to a single question and a result, so the cabinet turns over fast enough that the queue never becomes the reason to walk away.
- Wrote the question tooling so a producer could change the quiz mid-event without stopping it.
- The question set is data, not code, and is re-read between runs — so a producer edits it on the stand without a rebuild or a restart.

Hit the Minion
Hit the Minion is a physical arcade game built for Riot Games Brazil, running alongside Space Gods Quiz on their Gamescom Latam 2026 stand. I designed the hardware loop and wrote the game that runs on it.
Minions light up across a wall and you hit them before their health drains — real buttons, not a screen. Every hit buys back a little time, so playing well is what keeps you playing.
- Designed an accessibility mode that restricts play to the lower buttons, so the wall is reachable from a wheelchair or by a child.
- Tuned how much time a hit returns, so a good run extends itself and a bad one ends quickly enough to free the wall for the next person.

Connecta
Connecta is my first solo commercial project: a 2D roguelike deckbuilder about a driver trying to get home.
Your deck is a set of bridge pieces, and you place them to span each gap. Tools, stations and stamps give you the parts to build combos — and, with the right ones, to break the game outright.
- Designed and built 30+ consumables and 30+ passive effects — the combination space is the game.
- Own the whole thing: design, programming, art and production, in Unity and C#.
- Rooms stream in behind the run, so the game never cuts to a loading screen.
- Every map is procedurally generated, every run.

Baron Smite
Baron Smite is an arcade-style game built for Riot Games Brazil, running as a live activation on their stand at BGS 2025. I designed it and built it, on contract to Riot through Riftix.
It is a walk-up-and-play piece: press the Smite button in the exact window where the damage lands and you take the Baron. One decision, one run, and the next person in the queue steps up.
- Set the width of the timing window — wide enough that a first-timer lands it sometimes, narrow enough that landing it feels like skill rather than luck.
- Built the activation and ran it on the stand at BGS 2025, where it had to survive a full show floor.
- Themes swap without a rebuild — a Baron puppet version and a 3D Baron version ship side by side.
- Every run is recorded, and the game never stops to load.

Arena of Dreams
Arena of Dreams is a mobile trivia party game with more than a million downloads, built at Fanatee. I was a game designer and developer on the team, owning mechanics and level design.
- Players kept telling us the maps all felt the same, so every minigame I designed got a mechanic that changed how you move through its space rather than how it looks.
- Designed, documented and shipped three minigames out of more than ten prototyped. One of them holds the highest player retention in the game.
- Owned mechanics and level design in Unity, built five levels with the art team, and helped shape the meta — progression and the starter battle pass.
Everyday Grids
Everyday Grids is a daily mobile puzzle game with more than a hundred thousand downloads, built at Fanatee. I owned the puzzle UX and wrote the generators behind it.
- Designed, documented, prototyped and built three puzzle types and their procedural generators.
- Helped lay the foundations of the meta design — in-game currencies and ads.
- Implemented the puzzle generators and much of the surrounding UI.

WordHive
WordHive is a 2D word game. Six words interlock through the letters they share, then get scrambled out of place, and you have a fixed number of moves to put every one of them right.
- Designed the puzzle around its constraint: six words have to interlock on shared letters before any of them can be scrambled, so every board is built backwards from its solution.
- Tuned the move budget, which is the whole difficulty curve.
- Puzzles come from a separate generator written in Python, with sets localised in Portuguese and English.
- Playable with touch gestures on mobile.
Gameplay from WordHive: letter tiles swapped around the honeycomb until all six words read correctly.
Key Motions
Key Motions is an accessibility tool for playing games. Using computer vision, it watches your hands through a camera and maps each gesture it recognises onto a keyboard key.
- Designed the gesture vocabulary — which hand shapes a player could hold reliably, and for how long.
- Built the mapping layer that turns a recognised gesture into a key press.
- Written in Python, using MediaPipe for hand tracking.
- Seven gestures are recognised — fist, thumbs up, thumbs down, open palm, victory, horns, and pointing up.
A fighting game being played with hand gestures, the recognised gesture named on screen as each input lands.
Bridge
Bridge is a physical board game for up to four players, racing to cross a river before anyone else.
Each turn you add pieces to the bridge, and you can build on what someone else laid down, or sabotage it. Nothing you build stays only yours.
It is really a game about holding the right card until the moment it hurts most. If anyone is one step from the far bank, that is exactly when someone blows the whole bridge.
- Designed the core mechanics and wrote the manual.
- Rewrote the manual across playtests: nobody could tell what they were allowed to do on a turn, or how often. A turn became one movement, one play, and reactions at any moment.

Design Challenge
Design Challenge is not a game. Insper's entrance exam has a second phase that carries no marks — a day of design activities that introduces applicants to how the school teaches and, mostly, lets them meet somewhere welcoming before the part that does count.
I was president in 2021.
- Led hundreds of volunteers running design activities for more than two thousand applicants.
- Created ten activities introducing applicants to Insper's pedagogical pillars, and adapted a full day of them so an applicant with a motor disability could take part fully.

Late Santa
Late Santa was my first game, written in Pygame for a software class. It is a runner: you play Santa, collecting biscuits and pushing for a high score.
It was the first thing I ever built, and I am still a little afraid to open the source.
- Designed the runner loop and its scoring.
- Wrote it in Pygame, which is where I learned to build a game at all.
Gameplay from Late Santa: Santa runs, jumps and collects biscuits while the score climbs.