Hi, I'm Vinicius
Software engineer working across product systems, compilers, and game development.
About
I'm a software engineer interested in compilers, runtime design, game development, and practical product work. My work tends to sit between product engineering and systems design: editor tooling, rendering models, language infrastructure, and interactive software that benefits from custom runtime choices rather than default stacks.
Work Experience

Architected and built the ClickFunnels 2.0 page editor in React, and the edge delivery pipeline that serves its pages — a custom SSR renderer running on Cloudflare Workers with Upstash, reducing TTFB to ~200ms globally even for dynamic pages. Designed a proprietary HTML + Liquid component language to author editor primitives.
Founded the studio and built Antevorta, a pixel-art metroidvania with SSBM-inspired combat. Wrote the engine from scratch in C++ with an in-game editor for levels, particles, props, and attacks, plus hot-reload of code and assets.

Worked across the backend (Rails) and frontend (Ionic 2) of VMPay, plus AWS infrastructure (~20 servers), database operations, security testing, and ownership of the PCI environment. Also designed an outsourced Clojure system for Cielo, one of Brazil's major payment processors.

Joined at the very beginning to help validate product–market fit, building only what the validation needed and iterating fast. Built the first React mobile app (Android), which kept running well past 200k users.

Architected and built the company's software platform and managed its cloud infrastructure.

Designed and built a microservices-based, stateless web platform on AWS — REST API, mixed SQL / NoSQL stores, deploy pipeline, centralized logging — across PHP, Node.js, Python, and AngularJS. Integrations with B2W marketplace and MOIP for payments. Standardized dev environments with Docker.

Built new features, integrated with Correios e-Sedex, and maintained the legacy platform.

Built an internal library for processing large heterogeneous datasets (ADPL), a distributed system for running meteorological air models on clusters, and assorted features across the company's web-based products.
Skills
Featured
Headless Mule
Game development company and the home for ongoing game work — design, engineering, mechanics, and worldbuilding under one roof.
Raylib platformer
2D platformer prototype written in C with raylib, compiled to WebAssembly and embedded directly in the page.
Compiler authoring workflow
Tightening the path between source edits, compilation, debugging metadata, and visible output so a language works as a practical authoring medium.
Gameplay feel studies
Testing mechanics, pacing, control responsiveness, and content structure in smaller forms before carrying them into larger game work.