Lead Game Developer · Unity · Godot · VR · Multiplayer

Fifteen years
making fun

I’m Vinicius Ramires Leite. I take a creative vision and turn it into systems that hold up under real players. A hand-painted brawler heading to Steam, a puzzle novel in Godot, an MMO kids play at school, a Disney VR room where strangers solve puzzles together. Different engines, same job: make the fun real, and make it ship.

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Featured work

Four projects, and exactly what I built on each. Hover a card to straighten it; click a still to swap it in.

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Also shipped

VR attractions, brand games, a museum, a music video. Hover a row for a peek.

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    About

    I’m the engineer you bring in when the prototype has to become a game. I’ve been a Lead Engineer and a Tech Manager, and I still write code every day, so I know what a feature costs, what a deadline costs, and how to protect a team from both.

    I started in 2009 on Capoeira Legends, then spent years building location-based VR for Petrobras, McLaren and Disney, where the build has to work for every stranger who walks in. I ran the games squad inside a social-commerce app serving 150k+ daily players, and I wrote SENAI’s first game development curriculum. Today I lead engineering on BANX and Starfuso and build multiplayer for STEMuli.

    What you get

    • Three engines, one standard. Unity, Godot and Unreal, shipped in production. I pick the tool for the game, not the other way around.
    • Multiplayer that actually ships. Photon Fusion, Mirror and SmartFox on live titles, from co-op VR to an MMO.
    • A lead who levels people up. I’ve taught game dev from a blank syllabus. Juniors get faster around me, and the codebase gets calmer.
    • Technical art in the same brain. Shaders, lighting, rigging and performance on VR and museum builds. I close the gap between the art team and the frame budget.

    Stack

      How I work

      • Architecture first, then coding standards the whole team can actually keep.
      • Designers get a seat at the technical table. The tech serves the game, never the reverse.
      • Tools and pipelines are gameplay features for the team. If we do it twice, I automate it.
      • No heroics. Readable code, small changes, and a build that is always playable.
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      Contact

      Got a game that needs to ship?
      Let’s make it fun.