"Manage your finances and earn points along Maslow's Hierarchy of Needs to climb the online leaderboard and become one of the top Investors!"
Developer: Tindin Educação
Access here: iOS | Google Play | PC
Engine: Phaser
Tools: Photoshop | MongoDB Compass | Figma | Trello | G-Sheets | G-Docs
Partners: TD Impacta | Artemisia | B3 | Tesouro Direto
Time working on this project: 6 months
👷🏻 My responsabilites
☀ Game Design: Creation and management Documentation;
☀ Quest Design: Titles, descriptions, objectives and rewards;
☀ Level Design of the city;
☀ Balance Game-Economy: Player's salary, items costs, stock-market prices and variations, entreprises costs and incomes;
☀ Creation of 400+ items available in the game: name, description, cost, exp, etc.
☀ UI/UX: Collaborated with the UI/UX team to design and implement several in-game menus

Troubleshoot: Many options, yet still intuitive ✨
One of the main challenges in this project was handling the large number of clickable elements on screen, each building is an interactive option that opens a menu with even more options.
To solve this, I proposed creating a system where all navigation paths are interconnected.
Whether the user clicks on a building or accesses it through the menu, the result is always the same: the camera focuses on the selected building and the corresponding menu opens, ensuring a seamless and consistent experience.
Troubleshoot: Instant Feedback ⚡
Since the core gameplay revolves around earning and spending, the player is constantly interacting by clicking items, making purchases, or checking information.
To prevent confusion during transitions, I created together with our UX designer a way to provide clear, immediate feedback for every action.
When a player buys an item, the purchase list updates instantly, showing the new item and the updated XP.
When accessing the Patrimony menu, players get a detailed summary of all transactions, including income and expenses, organized by tabs and categories.
These tools are key to maintaining gameflow and keeping the player engaged.



Blockly example

Created code by blockly
Relevant Experiences 💎
The entire Tindin system is based on Blockly Programming. Although my role was Game Designer, due to a small team and tight deadlines, I started development tasks and implemented several game mechanics myself.
Even with solid experience in C#, working with block-based logic requires a different logic mindset due to its limitations, making clear algorithm planning and documentation essential.
Using Blockly, I:
☀ Designed and developed the quest validation system
☀ Configured camera focus for buildings and their description dialogues
☀ Set up menus linked to their corresponding buildings
☀ Organized item catalog :icons, categories, subcategories, and a wide range of items
☀ Added the option to purchase buildings (enterprises)
☀ Configured camera focus for buildings and their description dialogues
☀ Set up menus linked to their corresponding buildings
☀ Organized item catalog :icons, categories, subcategories, and a wide range of items
☀ Added the option to purchase buildings (enterprises)
