Hugo Faria

Hugo Faria

Game Artist and Designer

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location of Hugo FariaPouso Alegre, Minas Gerais, Brazil

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  • Timeline

  • About me

    Technical UI Artist | Technical UI Designer | Technical 2D Artist | Mobile Games | Optimization | Animation and VFX | Unity

  • Education

    • UNICAMP

      2000 - 2006
      Bachelor Architecture and Urban Planning

      Multidisciplinary course mixing technical, artistic and historical matters, also involving sustainability and social responsibility issues.Attended extracurricular activities on photography and traditional hand-drawn animation.

  • Experience

    • Z80 Multimedia

      Oct 2003 - Jan 2006
      Game Artist and Designer

      Pixel art animation and graphic design for games for mobile phones on the Brew platform. Support for less experienced artists in the team. Participation in game design decisions. Documentation for application certification.Worked on:-- Nishi's Aqua Fight (mobile game published through Vivo carrier);-- Nishi's Soul Mate (mobile game published through Vivo carrier);-- Several other mobile games (most of them unpublished).

    • Tectoy Digital

      Mar 2006 - Sept 2010

      Coordinated the production pipeline for Zeebo games, acting as a link between all areas of the game development, supporting artists, programmers, sound designers and QA analysts. Had final word on game design decisions. Eventual artwork production and localization supervision for some of the games. Also responsible for planning and scheduling deliveries, task management, documentation, communication with partners and reporting team progress.Zeebo games produced:-- Boomerang Sports series (4 original sports games that used Zeebo’s accelerometer controller – later re-released as Zeebo Sports):----- Boomerang Sports Tennis;----- Boomerang Sports Beach Volleyball;----- Boomerang Sports Dodgeball;----- Boomerang Sports Badminton;-- Need For Speed Carbon (EA – porting from PSP);-- FIFA 2009 (EA – porting from Symbian);-- Super Action Hero 3D (Com2US – porting from mobile phone). Show less Coordinated the art and QA teams pipelines for various mobile game development, porting and localization. Also worked on animation and graphic design and localization for some of these games. Major role in game design decisions.Worked on:-- Sam Power Footballer (Nintendo DS game published by Ubisoft);-- 5-3-3 São Paulo Futebol Clube (indicated for 2007th Brazilian Gameworld’s Best Mobile Game);-- Mind Match (original mobile game published by Tectoy Mobile);-- Many ports (for Brew/Java mobile phones and Mega Drive) from mobile games from big international publishers like: ----- SEGA (Sonic, Golden Axe); ----- Electronic Arts (FIFA 2008, Madden NFL 2008, The Sims 2, SimCity, Simpsons, Nascar 2007); Show less Responsible for the all the artwork at the studio, porting and localizing games for various mobile phones. Specialized on pixel art. Also worked on quality assurance for the games and participated in game design decisions.Worked on many ports from mobile games from big international publishers like:-- SEGA (Afterburner, Space Harrier, Wonderboy, Outrun, Puyo-puyo);-- Bandai (Double Dragon, Tamagotchi, Moon Patrol);-- Taito (Arkanoid);-- Eidos (Kane & Lynch);-- iD Software (Quake). Show less

      • Game Producer

        Jan 2008 - Sept 2010
      • Art Coordinator

        Jun 2007 - Dec 2007
      • Game Artist

        Mar 2006 - May 2007
    • Zeebo Interactive Studios

      Oct 2010 - May 2011
      Game Producer

      Coordinated the production pipeline for Zeebo games, acting as a link between all areas of the game development, supporting artists, programmers, sound designers and QA analysts. Had final word on game design decisions. Also responsible for planning and scheduling deliveries, task management, documentation, communication with partners and reporting team progress.Games produced:-- Alice In Wonderland (Disney Interactive Studios – porting from iPhone);-- Turma da Mônica em: Vamos Brincar 1 (original educational game produced along Mauricio de Souza Produções);-- Turma da Mônica em: Vamos Brincar 2 (unreleased sequence);-- And some unreleased short games produced with Flash/Android platform. Show less

    • Movile

      Jun 2011 - Feb 2013
      Human Interaction Designer (UX/UI Designer)

      Taking a break from the game industry I joined the innovation team working on mobile development of utilities and entertainment products, using HTML5, Android and iOS platforms.Responsible for user experience and user interface.

    • PlayKids

      Mar 2013 - Mar 2021

      I joined the PK XD team some time after the game was released to help improve the game UI, both visually and technically.Responsibilities and activities:-Guarantee UI and 2D assets optimization, componentization and asset organization;-Set good practices for UI implementation and support both UI artists and engineers;-Improve UI and 2D visuals with animations (DoTween, Unity Timeline and Animation), VFX and SFXs;-Build whole UIs in Unity from scratch;-Build game levels from scratch, using Crafty Lands in-game voxel engine;-Create textures for custom voxels;-Ensure all the game UI works properly in different screen sizes and aspect ratios;-Review UI designs before implementation;-Slice, adjust and export assets from Figma and Photoshop;-Create sprite atlas and organize files in engine;-Ensure all the game UI works properly in different screen sizes and aspect ratios;-Create and localize UI texts;-Test, debug and fix issues;-Eventual support for UX, game design, basic code edition and 3D art integration; Show less Started to work on stand alone versions of games that were popular in PlayKids App, like Crafty Lands and Crafty Colors.Responsibilities and activities:-Build whole UIs in Unity from scratch;-Animate UIs and 2D graphics using DoTween and Unity Animation;-Add VFXs and SFXs;-Building game levels from scratch, using the in-game voxel engine;-Create textures for custom voxels;-Guarantee UI optimization, componentization and asset organization;-Slice, adjust and export assets from Figma and Photoshop;-Create sprite atlas and organize files in engine;-Ensure all the game UI works properly in different screen sizes and aspect ratios;-Create and localize UI texts;-Test, debug and fix issues;-Eventual support for game design; Show less PlayKids was born inside Movile and became independent due to the success of the PlayKids App. I am proud to have been a co-creator of this project.I was the very first technical artist in the company, even before that role officially existed. But we ended up having a tech-art team with me leading three other tech artists. Later I've chosen to drop the leading role to follow a more hands-on specialist career.Responsibilities and activities:-Ensure smooth implementation of 2D art assets in Native iOS and Unity;-Create UI and 2D animations using Spine and sprite swap;-Define and adopt best practices in UI implementation;-Help design and create mini-games for kids;-Slice, adjust and export assets from Photoshop and Illustrator;-Make adjustments to UI/UX at the implementation phase;-Produce optimized art assets;-Ensure all the game UI works properly in different screen sizes and aspect ratios;-Create and localize UI texts;-Test, debug and fix issues; Show less

      • UI Technical Art Specialist

        Dec 2020 - Mar 2021
      • Senior Technical Designer

        Jan 2017 - Nov 2020
      • Technical Designer

        Mar 2013 - Dec 2016
    • Afterverse

      Apr 2021 - Jan 2024
      UI Technical Art Specialist

      Afterverse is a spin-off of PlayKids, created due to the success of PK XD.Responsibilities and activities:-Build whole UIs in Unity from scratch;-Animate UIs and 2D graphics using DoTween;-Add VFXs and SFXs;-Guarantee UI and 2D assets optimization, componentization and asset organization;-Support engineers during UI logic implementation making changes when needed;-Review UI designs before implementation, checking for viability, looking for gaps and suggesting more optimized solutions;-Slice, adjust and export assets from Figma;-Create sprite atlas and organize files in engine;-Ensure all the game UI works properly in different screen sizes and aspect ratios;-Create and localize UI texts;-Test, debug and fix issues;-Eventual support for UX, game design, basic code edition and 3D art integration; Show less

    • PLAYA3ULL GAMES

      Aug 2024 - now
      UI/VFX Technical Artist
  • Licenses & Certifications

    • Certified Scrum Master

      Scrum Alliance
      Sept 2012