What a Run!
I get really nostalgic and sentimental when I think about how it all started. It was December 2015 when I got a call from my partner-in-crime,
@fel.barros , asking, “Hey, what are you doing? Want to work for CMON?” I was like, “What? How? Of course!” Everything happened so fast. By January, I had already moved to São Paulo—which was the first big challenge, since Rio de Janeiro is better in pretty much everything (no offense, oO).
In my first week, it already clicked. I started working with amazing Game Designers, including some I was already a fan of before even knowing they worked with CMON. My first project was Richard: The Lionheart, and I couldn’t believe I was being paid to play and develop games. Bit by bit, I became a Game Designer.
At CMON, I had the opportunity to lead design two God of War games, which even got me a trip to Santa Monica to meet and work with the designers and developers of the video game. I also lead designed Massive Darkness: Hellscape, which at one point was ranked the #1 Dungeon Crawler—right ahead of Gloomhaven! (Whenever imposter syndrome hits, I rewatch Tom Vasel’s Top 10 Dungeon Crawlers just to remind myself it’s real.)
I leave CMON with more than 20 games on my résumé.
Like it says on my Instagram profile, I truly believe life is about the people you meet and the things you create together. You know that cliché line? The real prize is the friends we make along the way? Well, it’s true. Of course, I’m incredibly proud of how much I’ve grown in my career, the amazing designers I’ve worked with, and the great games we’ve made. But honestly? What I cherish most are the lifelong friends I made during my time there.
I already miss playing Don’t Get Caught in the office, the Magic: The Gathering Draft Nights, and being the bard of the Design and Development team. (I know deep down you all loved when I sang—even when you told me to shut the fuck up!)
It was a good run. Thank you to each and every one of you who crossed paths with me during these 10 years at CMON. I’ve grown as a Game Designer—and as a person.
Now, let’s see what the future holds.
To infinity and beyond, my friends!