Portrait of Heriam Oliveira

Hi, I’m Heriam Oliveira

I’m a game designer passionate about helping teams succeed. I design mechanics that feel fun and fair, while keeping people aligned and motivated so projects ship on time. I bring clarity, energy, and collaboration to every project I work on.

Core Skills: Communication, Team Management, Problem-Solving, Passion for the Gaming Industry

My Projects

Gameplay screenshot from Rockbound jam project

Rockbound

Executive Summary: Built during a jam under strict time limits, Rockbound demonstrates my ability to design balanced mechanics under pressure. I focused on creating systems that encourage exploration and player mastery despite rapid prototyping constraints.

Metadata

  • Event: Game Jam
  • Tools: Unity, C#, Aseprite
  • Role: Game Designer
  • Timeline: 48 hours

Constraints

Rockbound was created during a highly restrictive jam environment. The team had limited time and resources, so we had to prioritize mechanics that would deliver maximum impact with minimal scope creep.

My Role & Responsibilities

  • Designed and balanced core mechanics under tight deadlines.
  • Created level flow and narrative context to support player immersion.
  • Collaborated with artists and programmers to ensure scope feasibility.

Process & Key Decisions

I quickly prototyped a loop that emphasized player skill over grind. Playtest feedback was incorporated within hours, not days, to refine mechanics. The focus was on clarity, simplicity, and fun.

Outcomes & Results

The game was successfully submitted on time, earning positive feedback for its mechanical polish and balance. The project reinforced my ability to work effectively under jam conditions.

Reflection & Growth

I learned how to cut scope aggressively without sacrificing player experience, a skill I continue to apply in larger projects.

Play on Itch.io
Gameplay screenshot of Animal Whacker action platformer

Animal Whacker

Executive Summary: An action platformer inspired by Katana Zero and My Friend Pedro, designed for flow and high-impact combat. I created levels and enemy patterns that reward precision and creativity, delivering a satisfying fast-paced experience.

Metadata

  • Event: Pirate Software Jam 2024
  • Tools: Figma, Trello, Miro
  • Role: Game Designer
  • Timeline: 2 weeks

Constraints

The jam theme required interpreting “Sacrifice is Strength.” I explored this through risk-reward gameplay where player choices amplify their combat potential.

My Role & Responsibilities

  • Designed enemy AI patterns and level pacing.
  • Integrated alchemy-inspired mechanics.
  • Collaborated on design documentation and feedback loops with the team.

Process & Key Decisions

Drawing from Katana Zero, I emphasized flow — making death fast, retries instant, and movement satisfying. This meant tuning hitboxes, enemy placements, and aim assist to maximize player empowerment.

Outcomes & Results

The project delivered a playable, fast-paced prototype that successfully captured the intended feeling of being an unstoppable force.

Reflection & Growth

I developed sharper instincts for pacing and difficulty curves, especially in high-speed action environments.

Play on Itch.io
Prototype screenshot from Project: Wild survival game

Project: Wild

Executive Summary: A survival-themed prototype where I emphasized systemic interactions and player agency. My focus was on resource management and crafting loops that keep players engaged while shaping emergent narratives.

Metadata

  • Project Type: Prototype
  • Tools: Godot, GDScript, Trello
  • Role: Systems Designer
  • Timeline: 1 week

Constraints

The project was built with a small team, balancing scope with ambition. The focus was on creating compelling mechanics first, before expanding into worldbuilding.

My Role & Responsibilities

  • Designed resource management and crafting systems.
  • Documented mechanics clearly for team alignment.
  • Prototyped and iterated on survival loops.

Process & Key Decisions

We prioritized emergent interactions (e.g., crafting + environment hazards) to allow players to discover strategies organically. I worked closely with teammates to balance realism with fun.

Outcomes & Results

The prototype successfully demonstrated the viability of survival loops that encourage exploration and replayability. The system design is strong enough to expand into a full project.

Reflection & Growth

I gained experience in systems thinking, balancing player freedom with structured mechanics.

Play on Itch.io