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DIGITAL MEDIA

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BEYOND THE SKY - 3D EXPERIENCE

Imagine a SkyTrain station of the future that would bring a possible future of public transportation, having urban trains as a symbol. Beyond the Sky is a 3D immersive experience that places the user in a subway station of the future, presenting features focused on sustainability, convenience, quality of life, education, and a sense of community.

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Noema is an elaborate 3D, exploration, puzzle-platform, computer game designed for players who are looking to center their focus, reconnect with their consciousness, and achieve balance within their nine intelligences.

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Pepita is a web-based application where individuals input information about their chronic pain condition and receive curated resources, based on their responses, that support all biopsychosocial aspects of chronic pain.

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ASPERITAS - AR MOBILE GAME

Asperitas was born as a spin-off from Sky Haven, a HoloLabs Studio AR game. Mysterious creatures live in the sky, out of our sight. These creatures are endangered, and our player's mission is to increase this population. This challenging game brings engaging gameplay and stunning visuals.

Projects: Projetos

BUSINESS PROJECTS

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BRAND POSITIONING

This challenging project has successfully designed and implemented a new brand positioning for the biggest Brazilian company. It covered the company's strategy, and the way the brand was communicated by different stakeholders in their daily processes, including a broad customized educational program.

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Enhancing the employee experience is a big part of the technology team's job. This project aimed to understand the tech solutions' users and identify opportunities for change, considering a human-centred positioning, the corporate culture, and the brand guidelines.

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This process was designed to strengthen the company's brand worldwide and the need for alignment and compliance of multiple teams' communications efforts in different countries.

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To fulfill its potential, a team must see the big picture: the company's strategy - and understand its part in the context. To work as a team, a group shall have empathy and realize that one's success is a team's success. This project allowed some important changes the company's brand team had to face to be motivated, engaged, and results-focused.

Projects: Projetos

PERSONAL PROJECTS

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GUIA PARA MÃES INCRÍVEIS 
(THE GUIDE FOR INCREDIBLE MOMS)
- CONTENT PLATFORM -

This digital platform (blog, YouTube channel, Facebook page) aimed to provide solutions for mothers of children K-12, helping them make conscious and better parenting choices for their families.

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NATURE TEXTURE
- PHOTOGRAPHY -

Look up and down while you walk; your eyes will capture the visual treats that nature gives us. Grains, leaves, branches, flowers, rocks, and even the water flow make wonderful textures, shapes, and patterns. It's all there. All you have to do is pay attention. That's what I do, and here is what I see.

Projects: Projetos

ACADEMIC PAPERS

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VIRTUAL REALITY ON EDUCATION UNDER NEUROSCIENCE PERSPECTIVE - FINAL PAPER (2020)

This work offers a general understanding of the concepts of virtual reality and the aspects of neuroscience related to this technology. The article presents virtual reality elements that can enhance the school education of children and adolescents from the perspective of neuroscience, addressing opportunities, risks, and limitations. The author suggests research and development opportunities to leverage scholar education with the application of virtual reality, in addition to questions for future discussions.

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THE RELATIONSHIP BETWEEN CLIENT AND COMPANY ON E-COMMERCE - A SUBMARINO STUDY CASE - UNDERGRADUATE THESIS (2000)

This thesis presents the emergence of virtual retail companies and a new market reality: online marketing. Therefore, this work brings a brief internet history, considering that this technology has made possible this kind of transaction and the main character of this whole subject: the e-consumer. From that point, this work explores new marketing procedures and techniques, as requested by this new commercial environment, and the strategies developed by the companies to maintain a relationship with the customers. Finally, this thesis studies the case of the retail virtual company Submarino in the year 2000.

Projects: Projetos
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