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Hello, I'm Gui Abel

I design how games feel, look and communicate with players, blending game design, UI/UX and animation into cohesive, meaningful experiences.

Projects

Professional Games

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Cash & Dash was a fast-paced heist-themed casino game developed for the Rivalry platform. Players had to infiltrate a high-security bank, navigating traps and obstacles to steal the treasure and escape while increasing their multiplier rewards.

I created the game’s in-game animations using Spine, including character animation, environmental interactions, UI feedback, and gameplay events. I also designed the initial UI/UX for browser and mobile, contributed to new gameplay features such as the fast autoplay drone mode, and optimized animations for real-time performance.

SPINE 2D | UI/UX

Cash & Dash

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Under Domain is a sci-fi turn-based strategy game where players command an alien army planning the invasion of Earth. By influencing key moments in human history, players can reshape the planet’s future while building powerful war machines to defeat humanity.

I created 2D character animations using Spine.

SPINE 2D

Under Domain

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War is the digital version of Grow’s classic strategy board game (the brazilian Risk), featuring multiplayer matches with friends and players across the country.

As a freelance UI/UX designer, I redesigned the game’s interface to improve clarity, usability, and visual hierarchy.

UI/UX

War

Professional_4

Bloodstone
The Ancient Curse

PIXEL ART

Bloodstone: The Ancient Curse is an indie online RPG inspired by classic MMORPGs. I worked as a pixel artist and animator, designing and animating monsters, producing character animations, and creating visual effects for combat abilities. I also contributed to gameplay readability by proposing adjustments to character proportions so they would better fit the world scale and allow room for future features such as mounts, and helped design the layout of the game's first major city.

Personal Games

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Madcap Castle is a retro-inspired puzzle platformer where players explore a chaotic castle filled with traps, puzzles, and bizarre obstacles in search of the ultimate treasure: the Infinite Batteries, so the mage can keep playing their beloved game Mage Boy forever.

I worked on pixel art, animation, game design, and level design, creating most of the game’s visual assets and character animations while also contributing to player abilities, boss mechanics, and level design.

GAME DESIGN | LEVEL DESIGN | PIXEL ART

Madcap Castle

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Blue Spray Project (codename for a project currently in development) is a mobile platformer concept inspired by one-handed games like Super Mario Run. The project explores how classic platforming mechanics can be adapted to vertical mobile gameplay, while giving players more control, exploration, and environmental interaction than typical auto-runner designs.

I led the project’s game design, level design, art direction, animation, and visual development, creating the core gameplay concept and prototype. The project also features a haunted mansion theme focused on exploration, ghost encounters, and environmental interaction.

GAME DESIGN | LEVEL DESIGN | PIXEL ART

Blue Spray Project

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5 Horas is a third-person adventure game centered around a narrative time-travel mechanic. Players control Titor, a child trapped inside an abandoned school who must use the time-manipulation abilities of a mysterious spirit to alter events and change the fate of other children trapped in the building.

Developed as my final university project, I was responsible for the core game design, gameplay systems, UX, and most of the programming, including character movement, camera systems, time mechanics, dialogue systems, item interaction, and cutscenes.

GAME DESIGN | PROGRAMMING

5 Horas

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Staroids
The Odyssey

GAME DESIGN | PROGRAMMING

An arcade shooter inspired by the classic Asteroids, focused on speed and risk-driven gameplay.

Instead of rewarding perfect accuracy, the scoring system uses a time-based multiplier that encourages players to quickly destroy the next asteroid before the timer runs out, creating a fast and frantic high-score experience.

Game Jams

Ollie's Eyes

GAME DESIGN | PIXEL ART

A puzzle game created for GBJAM 2017 that blends top-down exploration with platforming mechanics.

By activating special tiles, players can shift gravity and transform the same level from a top-down space into a side-view platforming challenge, forcing them to rethink navigation and puzzle solutions.

Art & Animation

Spine 2D

Spine 2D

Pixel Animation

Pixel Art & Digital Illustration

Motion Design

Motion Design

About

About me

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Guilherme Souza Abel

Born and raised in São Paulo, Brazil, I have been passionate about creating games since childhood, inspired by the worlds and characters I discovered through Nintendo games.

I graduated in Game Design and have been working in the game industry since 2015, collaborating on game jams, freelance projects, and personal games. Over the years I have developed a multidisciplinary background across game design, animation, and visual development.

From 2018 to 2023 I worked in the iGaming industry, first as a 2D animator specializing in Spine and later as Art Team Coordinator, leading artists and supporting the technical and artistic direction of multiple projects.

More recently I collaborated with Rivalry, contributing as a 2D animator and UI designer while also developing and documenting experimental betting game concepts and mechanics.

My main interest lies in gameplay systems, level design, and creating worlds, characters, and mechanics that spark curiosity and imagination. Alongside my professional work, I continue developing personal game projects and exploring new ideas for interactive experiences.

Talk to me!
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Thank you!

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