Hey! I'm Frederico Machuca, a Game Designer living in Vancouver, Canada.

Currently, I'm a Gameplay Designer for FIFA Mobile at Electronic Arts. Previously, I was working as a Game Designer and Researcher at The Pain Studies Lab creating Lumapath, a VR game to motivate aging adults to be physically active. During that time I also got my Master in Arts in the School of Interactive Arts and Technology at SFU. Prior to that, I was an indie developer at oophok, where I released Zone of Lacryma in 2016 and The Guilt and the Shadow in 2015.

AREAS OF EXPERTISE

Gameplay Design | Level Design | System Design
Visual Scripting | C# | Prototyping | Unity3D | Maya

PROFESSIONAL EXPERIENCE

 

Electronic Arts, Burnaby, BC, Canada [January 2019 – present]

Gameplay Designer

  • Owned and prioritized new gameplay features that added value to the already existing systems in the game.
  • Design of new skill games used between regular football matches, adding variety and teaching opportunities to players.
  • Tuning of live gameplay features to promote a wider range of strategic possibilities.
  • Visual Scripting used to create each skill game’s logic and refactor of older skill games, freeing engineers to work on more complicated tasks.
  • Collaborated with adidas on GMR, creating and maintaining the campaign in-game, and tuning designs to adapt to the reality of 2020.

The Pain Studies Lab, Surrey, BC, Canada [2016 – 2018]

Game Designer & Creative Director

  • Designed and developed Lumapath, a VR game to motivate aging adults to be physically active in a safe and controlled environment. User centered design and a collaboration with healthcare providers kept track of the target audience’s needs in mind.
  • Led and managed a development team of 3 undergrads; 1 programmer and 2 concept artists, creating a successful game prototype in under 6 months.

oophok [2011 – 2016]

Game Designer & Creative Director

  • Released Zone of Lacryma (2016) on Steam as an Early Access title. Retro shmup with a combat system heavily influenced by risk-reward mechanics. Upgrade system and level progression balance to keep players challenged. Combat system with positive and negative feedback loops to afford a personalized play style.
  • Released The Guilt and The Shadow (2015) on Steam. Short story exploration game. Game design had to serve the main purpose of the experience: tell the character’s story. Mechanics, Puzzles and Level Design to create an engaging mysterious world.

PUCPR & BCIT, Curitiba, Brazil [2012 – 2016]

Instructor

  • Created courses for both a Game Development and a 3D Animation post graduate program with classes of 15+ students. Topics varied from Prototyping in Unity to 3D Modeling and Texturing in Maya.
  • Supervised the final projects of some teams, helping them reach their goals.

When not making games, I'm usualy improving my musical skills, being a cat dad, cooking some new vegan recipe, out for a run (or in an online workout meeting), skateboarding/snowboarding or obsessing over a tiny house design.