About this portfolio

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  • Unity
  • Multiplayer
  • LiveOps
  • C#

Leonardo Lycan is a Lead Game Developer specializing in Unity game development, multiplayer architecture, gameplay systems, LiveOps, and technical production. This portfolio brings together published projects, playable prototypes, product studies, and articles on game engineering, applied AI, Web3, onboarding, and digital experiences. The work combines team leadership, C# programming, service integration, performance optimization, and clear communication across design, art, and business. For projects, consulting, or collaboration, Leonardo takes a practical approach: understand the problem, build a robust solution, and turn complex requirements into memorable experiences for players and digital products with measurable, lasting impact for teams, audiences, and product goals.

Illustrated avatar of Leonardo Lycan

About Leonardo

Lead Game Developer · Unity · Multiplayer

You imagine it.I build the game.

You bring the vision. I turn it into a solid Unity game you can test, pitch and ship.

Experience
Games since 2016
Based in
João Pessoa, Paraíba, Brazil
Collaboration
Available for remote projects worldwide
Concept to gameResonance
Resonance scene evolving from a concept sketch into finished game artwork
01How I work

How an idea becomes a delivery.

Three decisions keep gameplay, architecture and production aligned from the first slice to a validated build.

  1. 01From hypothesis to playable build

    Three-stage Blueprint branch: the same radial wave levitating blocks evolves from sketch to gray blockout and final artwork.
    Answer the most expensive question first.

    Make risk playable

    Before scaling content or architecture, I build the smallest slice that can prove game feel, readability and response.

    Decision
    Can the core mechanic sustain a short session?
    Evidence
    An interaction the team can play, observe and critique.
  2. 02Architecture that keeps the team moving

    Radial system exploration: circular waves expand from the character and reveal how blocks, rocks and spikes respond around him.
    Clarity reduces rework.

    Make the system explain itself

    Sustainable gameplay comes from explicit responsibilities, observable states and tools that shorten the path from problem to fix.

    Decision
    Can someone else understand, debug and extend it?
    Evidence
    Readable flows, state feedback and clear extension points.
  3. 03Feedback that returns to production

    Vertical production loop: the sketch captures the fall, the blockout moves a platform into its path, and the final artwork confirms a safe landing.
    Delivery is perceived behavior.

    Close the loop with players

    I prioritize what changes the experience: clear response, testable scope and a build that turns real feedback into the next decision.

    Decision
    What must be perceptible in this version?
    Evidence
    A stable build that produces actionable feedback, not interpretation.

Engineering, design and production in the same conversation.

I join early to reduce uncertainty, strengthen projects when technical risk grows and own Unity deliveries when teams need direction and execution together.

The measure stays simple: the system must make sense to the people building it and the people playing it.

Experience behind the decisions.

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2026—PresentTriplo ZLead Game Developer

Led the development of complex multiplayer systems, core gameplay mechanics, and custom production tools to empower the team in creating a competitive stealth action game.

2025—2026Osten GamesLead Game Developer

Architected and implemented critical features for DATA2073, including LiveOps infrastructure, robust multiplayer backend integrations, automated build pipelines, and efficient content delivery systems.

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2019—PresentUpworkGame Developer Freelancer

Delivered high-quality games, interactive prototypes, and diverse interactive products for multiple clients across various platforms in long-term and focused engagements.

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2019—2022FYX GamingGame Developer

Collaborated within a multidisciplinary team in a production environment to build connected gaming experiences, participating in game logic and feature integration.

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2016—2019Demerara GamesGame Developer

Led gameplay programming and system architecture for original commercial games including Resonance, SLEIGHT, and Lag Warfare, overseeing end-to-end development.

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2015—2017Universidade PotiguarDigital Games

Formal education in game development, design and interactive production.

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