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.
- 15+years in games
- 18projects since 2009
- 150kdaily players, peak
- 3engines, fluently
Featured work
Four projects, and exactly what I built on each. Hover a card to straighten it; click a still to swap it in.
Also shipped
VR attractions, brand games, a museum, a music video. Hover a row for a peek.
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.