Joao Mondego's profile

João Mondego | Portfolio

João Mondego
Game & UI Design


Hi! I am a Game and UI Designer studying at the University of East London, UK. Here you can find some of my best work, including projects I made or contributed in making.
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Projects



Space Winter is a 2D platformer shooter in which you play as an unnamed hero, tasked with defeating "The Plague", a mysterious disease that creates monsters who kill anything on sight.


This is the first video game I created for a university assignement. It was made on Unity using free assets and my at the time limited engine and C# knowledge.
The inspiration for this project came from playing Metroid on the Game Boy during my childhood. I wanted to make a 2D platformer with shooting elements where dodging is the only way of defence. For the levels, I designed them in a way that to progress, you need to go up instead of the standard left-to-right. This is because I wanted to contain each level within a vertical rectangle, and because I believe moving upwards gives the player a better sense of progress, similar to climbing a mountain and looking down. I also created the music themes used in the levels. Overall I am happy with this project and plan on developing it further or making a sequel eventually.

Operation Green Blue is a shoot 'em up game where you play as a boat destroying garbage monsters trying to polute the ocean and collecting used cans for upgrades.


This video game was made by "A Team" as a submission for the 2019 Green Game Jam with a 30 hour time frame. I was the UI Designer and Programmer of the team. For the Start Screen, I wanted to keep the visuals clean and focus on the splash art. I coordinated with our artist and the result was a screen where the player can read the title of the game at the top left, look at the splash art in the centre of the screen and start the game at the bottom right.
One of the features I like the most in the UI is the colour enabling level select screen. When you hover over a level with the mouse, the artwork for it turns from grayscale to full colour. This makes the screen more interactible and shows a preview of the gameplay space.

Grove is a virtual experience developed by Team InTheory as a part of a university assignement. The experience is meant to induce calmness by having players immerse themselves in a fantasy themed forest and interacting with nature.


Grove was the first game/experience I contributed in making that had a client behind it. Making something for a client is completely different than making something ourselves or with a team of like-minded individuals. Taking part in this project really helped me grow as a designer.
Our team was not familiar with Unity's High Definition Render Pipeline (HDRP) and I was tasked with doing research in regards to its pros, cons and how it works differently from the standard render pipeline. Because of this, I became the team's HDRP Technician, resolving and finding workarounds to potential problems that came with making the project in the new render pipeline.
We decided at an early stage of development that the game needed someone focused on the game's visuals to ensure maximum immersion. This job was assigned to me. I implemented and adjusted the lighting and post processing effects, as well as creating the water asset and spell effect used in the project. Finally, I also created the Main Menu and contributed to the game's overall design.
João Mondego | Portfolio
Published:

João Mondego | Portfolio

Published: