Gameplay Programmer

Technical Design · Gameplay R&D · Software Architecture

I design and build complex gameplay systems.

I work across simulation, networking, tooling and technical prototyping, turning gameplay ideas into playable systems that integrate cleanly with the rest of the game.

Building games & interactive systems since 2006

Cofounder & Game Director at Estúdio Jabuti (opens in a new tab)

São Paulo, Brazil · Remote

Available for contract work with indie teams and studios

Selected work

Echo of the Forest

A narrative action-platformer about a young witch trying to rebuild a fractured community in a forest shaped by unresolved emotions.

About the game

Echos are traces left by the memories and conflicts of those who abandoned the village. Instead of destroying them, the player must transform them through non-violent encounters. Each conflict resolved can bring a villager back and help rebuild the village.

Gameplay development

I build Echo’s gameplay systems from design through production, while using technical R&D to explore mechanics that need new approaches. The GPU fluid simulation below is one example, investigating how a simulated material can become part of the game itself.

Technical R&D

GPU fluid advection

GPU simulation · Compute shaders

Echos can be represented through fluid emotional elements whose properties change when affected by potions. To explore that system, I built a fluid simulation in Godot 4.6 using its experimental Compositor API and compute shaders, keeping flow, density, color and mixing active on the GPU in real time.

The prototype explores how those changing properties can become part of the interaction itself, allowing the state of an Echo to be represented and transformed through the simulation rather than treated as a purely visual effect.

Accelerated by

Sampa GamesADE SAMPAPrefeitura de São Paulo

Presented at

Gamescom Latam

RHYTHM GAME · ESTÚDIO JABUTI

Jabuti Beats

A physics-driven rhythm game where music samples become blocks you stack to build a live lo-fi beat for an audience reacting to your performance.

GAMEPLAY SYSTEM

Each block is a musical sample, so rearranging the stack reshapes the track in real time. Audience requests and viewer ratings turn the livestream into part of the challenge. Lose the crowd and the feedback gets physical, with tomatoes flying onto the stage.

IN DEVELOPMENT · ESTÚDIO JABUTI

Minhocats

A parkour-focused adventure through a solarpunk São Paulo, where the player keeps up with and clears the way for a van that mostly drives itself and rarely waits for you.

SYSTEMIC PARKOUR PROTOTYPE

The prototype generates traversal points directly from level geometry, including curved and irregular surfaces. Each marker carries context for valid parkour moves and animation selection, so the asset keeps its traversal context when moved or rearranged. This reduces manual socket placement and makes parkour authoring easier for artists and level designers.

Client work

Arena Ludus

Gameplay prototypes for Caramelo Bionico’s interactive play system, where movement, touch and physical spaces become game input.

Technical research

Computer vision, machine learning and interactive systems.

My research background still shapes how I approach mechanics and systems that are hard to predict on paper. I get them running, study how they actually behave, and use what I learn to shape the system as it develops.

Explore earlier research

INTERACTIVE RESEARCH · EDUCATIONAL SIMULATION

PhySketch

An educational tool that turns a photo of a hand-drawn mechanics diagram into an interactive rigid-body simulation, letting students explore physical behavior instead of only reasoning about it on paper.

MACHINE LEARNING · SIMULATION · UI/UXI worked across the full interaction loop, from the visual-recognition research to the learning experience itself. I retrained YOLOv3 for mechanics diagrams, adapting the model to the noise, distortion and variation found in real photos of hand-drawn work, then designed the UI/UX that takes the user from capturing a diagram to recognizing its elements and exploring the resulting simulation.

PAPER · SIBGRAPI 2018 ↗ (opens in a new tab)

Experience

A not-so-linear path through games, research and software.

  1. 2006–2014

    Early games & interactive work

    I spent these years making small games whenever I could, from game jams and physical-input experiments to my first experience teaching programming through game development.

    Explore this period +Close −
    1. A Aventura da Água gameplay

      A Aventura da Água · 2006

      My first completed game began as a school assignment about the water cycle. Instead of making a presentation, I turned the subject into a game and brought it to class for everyone to play. It was my first experience using interaction itself as a way to communicate an idea, an impulse that has stayed with my work ever since.

    2. Sub-Hunter gameplay

      Sub-Hunter · 2010

      Built for a local game jam and selected as the winning entry. It was one of my first experiences designing and finishing a complete game within a short production deadline, turning a small idea into something playable under real constraints.

    3. Pirates of Recycling gameplay

      Pirates of Recycling · 2012

      An augmented-reality game controlled with a paper steering wheel held in front of a camera. Moving the physical wheel steered the ship in the game, turning a simple handmade object into the input device.

    4. Penguins Gone Mad gameplay

      Penguins Gone Mad · 2013

      Created for Ludum Dare 28, continuing a period of using game jams and small projects to experiment quickly, make decisions under constraints and finish playable ideas.

    5. Teaching game programming · 2014

      Taught introductory programming through game development to 80 high-school students at Colégio Rio Branco, using games as a practical entry point to programming concepts.

  2. 2013–2018

    Computer science education

    Bachelor's degree in Computer Science at FEI University Center, with a one-year undergraduate exchange at Indiana University Bloomington.

    Explore this period +Close −
    FEI University Center · 2013–2018
    Bachelor's degree in Computer Science.
    Indiana University Bloomington · 2014–2015
    One-year undergraduate exchange through Brazil's Science Without Borders program, with coursework in natural image processing and recognition, natural language processing and bio-inspired computing.
  3. 2015–2018

    Computer vision & interactive research

    I spent these years exploring how computers could make sense of visual information, from facial expressions and natural scenes to hand-drawn mechanics diagrams that could become interactive simulations.

    Explore this period +Close −
    MiRAE · Indiana University Bloomington · 2015
    During the IU-SROC program, developed a facial-expression recognition prototype for human-robot interaction, using geometric relationships between facial landmarks to classify expressions from video.
    Natural-scene segmentation · FEI University Center · 2016–2017
    Researched natural-scene segmentation using bio-inspired Firefly optimization guided by a neuro-visual complex-network model.
    PhySketch · FEI University Center · 2017–2018
    Evaluated deep-learning approaches for recognizing hand-drawn mechanics sketches and built a prototype that turned recognized elements into rigid-body simulations. The work was published at SIBGRAPI 2018.
  4. 2016–2024

    Software engineering & product development

    I spent several years building and maintaining production software, learning what happens after the prototype when real people start depending on it.

    Explore this period +Close −
    Fundação de Rotarianos de São Paulo · Applied Technology Analyst · 2016–2019
    Full-stack development of institutional education systems, internal tools and Google for Education integrations, including workflow automation for teaching and administration.
    HopOn · Fullstack Developer · 2021–2024
    Built and evolved a production web platform end to end, working across backend services, integrations, frontend development and product architecture.
  5. 2021–2025

    Independent game development & R&D

    Alongside my work in software, I developed independent game prototypes and technical experiments around simulation, systemic gameplay and interactive systems. I also explored browser-based games with Phaser and React, and from 2024 this work expanded into freelance projects before growing into Estúdio Jabuti.

  6. 2025–Now

    Estúdio Jabuti

    Cofounder, Game Director and Lead Gameplay Programmer at Estúdio Jabuti, working across original games and client projects with a focus on gameplay systems, technical prototyping, tooling and R&D.

    ESTÚDIO JABUTI

Services

Bring me the gameplay problem. I’ll turn it into a working system.

Gameplay Systems

I take mechanics from an early idea or prototype through implementation, iteration, debugging and integration with the rest of the game.

Discuss a gameplay system →

Technical Prototyping & R&D

When the solution is not obvious yet, I build focused prototypes to test feel, feasibility, performance and technical direction before taking the idea into production.

Discuss R&D →

Gameplay Architecture & Integration

I work on gameplay that spans multiple systems, defining clear responsibilities and interfaces so new mechanics can integrate without compromising the rest of the codebase.

Discuss architecture →

Fixed-scope work

Hire me on Fiverr ↗ (opens in a new tab)

For clearly defined gameplay systems, prototypes or technical problems with a concrete deliverable.

Need a full team?

Work with Estúdio Jabuti ↗ (opens in a new tab)

For larger projects that need programming, art, design and production working together.

About

Rafael Zulli

Gameplay Programmer

Rafael Zulli

I started making games in 2006, long before they became the center of my professional work. Along the way I built a career across computer vision research, full-stack software and product development. From 2021 onward, I also kept developing games through independent prototypes, technical R&D and later freelance work, which eventually grew into Estúdio Jabuti.

Today I work there as Game Director and Lead Gameplay Programmer, bringing that broader engineering background into gameplay systems, technical prototyping, tooling and R&D.

Contact

Let’s talk about what you’re building.

Have a gameplay problem to solve? Tell me what you’re building.

Prefer email?hello@zulli.dev