

Bio
Hi!
I'm Filipe, I'm 24 years old, and I'm an indie game developer, graphic designer and 2D animator.
My passion for this multimedia started in my childhood. As a Disney child, I grew up absorbing visual information and a particular sense of aesthetics. However, I have always considered myself a versatile person and I believe that I am capable of achieving incredible results with the right direction.

Projects
Winx Club: The Arcanix Act Game (personal)
The very first game I developed was a dedication to the Winx Club fandom.
In 2013 @alexesx3 created a fanfic that told the story of a lost world, where our fairy protagonists would have to solve its mysteries, and survive against a threat that desires to bring danger to all the universe.
In solidarity to this amazing story, I developed a game that allows you to dive into the story and uncover all secrets of the legendary power of Arcanix.
Game available to play on Gamjolt (PC only)
Alchemy (personal)
Alchemy is a project that I have been developing since I began learning animation. Since 2012, the project has gone through several concept and re-design phases until I reach the current results.
Marififi @marififi_hot
Marina is a client that reached out for a Graphic Designer.
Her goal was to produce original social media posts in order to promote her OnlyFans account. Marina's request was to allow her posts to display art through pictures, so I was able to provide her with some different style choices.
Faerix @princesskyriewinx
Faerix is a Visual Novel inspired by the Winx Club universe. I was contacted by Kyrie (the project's creator) who was looking for an animator/ interface designer to help with its production.
I was in charge of animating the transformations of characters of my choice, and with my creativity I was in charge of bringing the characters to life.
Animation
To make 2D Animations I use Moho/Anime Studio Pro where instead of traditional Animation I work with Digital Animation.
01
Vectors
02
Skeleton
03
Movement
04
Render
First, I draw all the body parts and clothes in different vector files.
After coloring and shading, I build the skeleton and associate each bone with its respective vector.
Here is when the process begins, by moving the bones and points of the vectors, the timeline records the movements.
In the end, I render the files and then edit them in post-production.







The videos displayed are meant for visual reference only and do not represent a final product.