Frederico Nevard
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Game Designer
Cleptonauts • Lead Game Designer
8 Person • Unity • 3D • AutoScroller • Couch Co-op

Cleptonauts is a Couch Co-op Arcade game where the player's goal is to get the highest score possible by getting to the end of the level as fast as they can while avoiding environmental hazards and dealing with enemies.
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In this game, my jobs were:
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Designing Levels and Play Areas
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Balancing Combat and Difficulty Curves
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Managing Playtesting and User Feedback
Cardyceps • Lead Game Designer
11 Person • Unity • 2D Card Game • Real Time • Boss Rush

Cardyceps is a real-time card game where the player is tasked to use their deck and manage energy resources to defeat the enemy.
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In this game, my jobs were:
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Design and create cards in a balanced state for gameplay.
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Create Upgrade Trees for all the cards to fit within the Upgrade System.
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Work on the enemy AI so it would attack the player in different ways depending on the player's health and energy reserves.
Monster Melee • Solo Development
Physical • Mini-TCG • Turn based

Monster Melee has been an ongoing development project starting out as a college assignment in 2020. Since then it has slowly expanded and iterated into a fun design exercise for myself to create the best TCG I can.
Monster Melee is mainly inspired by Blizzard's Hearthstone and features 36 unique cards of different strength and rarity levels ranging from low-cost, simple cards with no effects, to high-cost, match-swinging cards that, if played well, can turn the tide of the game.
A lot has changed about the game and ruleset over the years and I've done a lot of work and independent research to understand what people like and dislike about TCGs. Understanding what newcomers to the genre find off-putting about card games and making an accessible product for gamers of all skill levels.
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Animal Antics • Solo Development
Physical • Table-Top • Card Game • Turn based

Animal Antics is a tabletop card game with a farm animal theme featuring 3 unique decks which support different play styles.
The 3 Main design pillars were:​
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Simple ruleset - The game will have a simple rule set, no longer than a couple of pages.
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Meaningful Gameplay Decisions - I want players to be able to strategise and think about their next move and for each turn to be meaningful.
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Basic gameplay - The gameplay will be simple with only a few options for players to take during the turn.
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Fulfilling these design pillars took a lot of play testing and design iteration but in the end, I made a strong end product with plenty of replay value.
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Canopy • Level Designer
3 Person • Unity • 2D Platformer • Side-Scroller • Game Jam

Canopy is a unique title where the player's goal is to make it to the end of the level and then return again, however, any platform the player has stepped on falls away leading the player to strategise what platforms they should avoid to make it back to the start.
This led to an interesting design challenge as traditionally you don't have to cater for the players returning from where they came from.
The solution I came up with was to make levels with multiple paths, similar to the original Sonic games, allowing players to pick a lower path and return on a higher path or vice-versa. This, however, doesn't make the game easy as you have to strategise on the go as standing still will make platforms fall after a couple of seconds. This game was an earlier attempt at level design however I'm happy with how all the levels scale in terms of difficulty and routing.