Minecraft Bedrock Developer • Marketplace Systems • TypeScript

A marketplace journey that started as a quest and turned into a career.

I started developing on the Minecraft Marketplace to fund a life-changing goal: crossing the distance between Brazil and the United States. That mission sharpened my discipline, turned curiosity into engineering, and built a career around gameplay systems, Bedrock architecture, and polished player experiences.

6 years Professional game development experience
4+ years Minecraft Marketplace production work
TypeScript Bedrock scripting, systems architecture, live content
Origin Story

From playing worlds to building them

I'm Caio Costa, 23 years old, and games have been part of my life for as long as I can remember.

Growing up with the PS1, Xbox, and PC, video games were my first introduction to digital worlds. But my passion for building experiences goes far beyond a screen or a controller.

For the past 10 years, I've also been deeply immersed in tabletop roleplaying. Playing and running campaigns across Dungeons & Dragons (3.5e & 5e), Pathfinder, and Call of Cthulhu became my first real masterclass in game design. It taught me how to balance mechanics, design encounters, and keep a party engaged.

That love for systems and world-building naturally evolved into my career. Today, I work as a developer focused on Minecraft Bedrock and Marketplace content, writing TypeScript, building gameplay systems, and shaping projects that reach players globally.

For me, game development is where creativity, problem-solving, and personal meaning meet—whether I'm debugging complex entity systems or rolling a natural 20.

Caio Costa
Questline

From first maps to flagship systems

This portfolio is structured like the adventure itself: early quests, rising complexity, bigger worlds, and the point where personal ambition turned into a professional standard.

Chapter I

The starting village

In Brazil, the Minecraft Marketplace was not just a platform. It was the way to create a future, prove value fast, and turn problem-solving into momentum.

Chapter II

The first contracts

Smaller Bedrock projects became practice grounds for balancing vanilla-feeling mechanics, production limits, and clean implementation under real delivery pressure.

Chapter III

The harder boss fights

Larger releases demanded scalable systems, maintainable TypeScript, custom behaviors, debugging discipline, and steady collaboration with artists and designers.

Chapter IV

The crossing

The goal was achieved: using Bedrock development to close the distance between two countries. That same drive still defines how I build, communicate, and ship.

Focused releases

Selected Smaller Projects

A collection of focused projects, spanning from early maps to recent add-ons, highlighting clear mechanics, thematic precision, and efficient execution.

Cover art for Kingdom Parkour, showing a fantasy Minecraft parkour adventure with a dragon and floating jumps.
Parkour Level Flow Dynamic World

Kingdom Parkour

An early project where readability, progression, and clean challenge pacing mattered more than noise. A good example of learning how to make a map feel inviting and finishable.

Open project page ↗
Cover art for Frozen Dragon Village, showing icy dragons and a snowy fantasy village.
Taming Flying Dynamic World

Frozen Dragon Village

A stronger step into atmosphere-driven Bedrock content, mixing theme, layout, and progression into something more coherent and memorable.

Open project page ↗
Cover art for Construction Pack, showing Minecraft construction machinery and utility vehicles.
Driving Utility Dynamic World

Construction Pack

A practical project that sharpened content structure, consistency, and the kind of polish needed when a release must feel dependable inside the Marketplace ecosystem.

Open project page ↗
Cover art for SCP, showing containment facilities and secret sci-fi theme.
Horror Thematic Dynamic World

SCP

A themed adventure map set in the mysterious SCP universe, focusing on atmosphere, containment-themed level design, and engaging vanilla-plus systems.

Open marketplace page ↗
Cover art for Monster High, showing a stylized high school roleplay layout.
Roleplay Cute Dynamic World

Monster High

A collaborative high-school roleplay experience capturing the iconic Monster High aesthetic with tailored environments and detailed thematic layouts.

Open marketplace page ↗
Cover art for Gobs of Mobs 2, showing new pets and nature features.
Nature Pets Dynamic World

Gobs of Mobs 2

An immersive Dynamic World introducing new creatures, pets, and natural interactions to enliven the Minecraft world.

Open project page ↗
Cover art for Mob Totems, showing new functional items.
Functionality New Items Add-On

Mob Totems

A functional add-on providing powerful new items and totems derived from mobs, enhancing player utility and gameplay depth.

Open project page ↗
Major releases

Major Productions

These are the kinds of projects that demand stronger architecture, better debugging instincts, and higher confidence under production constraints.

Cover art for Biome Pets, showing bright companion creatures themed around different biomes.
Companions Complex Systems Add-On

Biome Pets

A polished and broad player-facing release that represents the kind of complex feature work Bedrock developers only deliver well with strong systems thinking and iteration discipline.

Open marketplace page ↗
Cover art for Kipper's Boss Box, showing a boss-focused Minecraft release with icy visual framing.
Boss Design Immersive Fights Add-on

Kipper's Boss Box

A release centered on high-impact feature delivery, encounter clarity, and the kind of technical execution needed when the experience itself is the product's hook.

Open marketplace page ↗
Cover art for Enderman Morph Add-On, showing a dark end-themed morph character with glowing purple effects.
Morphing World Gen Add-On

Enderman Morph Add-On

A technically expressive add-on built around custom player fantasy and transformation logic, the kind of feature work that depends on understanding Bedrock's boundaries deeply.

Open marketplace page ↗
Cover art for Skibidi Toilet Raids v1.1, showing a stylized raid-themed add-on title treatment.
Tower Defense Boss Fights Add-On

Skibidi Toilet Raids v1.1

A big, highly visible release where scale, spectacle, and implementation discipline had to work together instead of fighting each other.

Open marketplace page ↗
Cover art for Death Animations, showing immersive death effects.
Complex System Immersive Add-On

Death Animations

A complex system that brings immersive and varied defeat animations to entities, adding a new layer of polish to combat encounters.

Open project page ↗
Competences

What I bring to a team

The strongest pattern across my work is not just making features function. It is making systems hold together cleanly under real production pressure.

  • Gameplay systems architecture Scalable Bedrock systems designed to be maintainable instead of disposable.
  • TypeScript and Bedrock Scripting API Feature implementation, modular logic, entity behaviors, and production-minded debugging.
  • Marketplace delivery mindset A balance of creativity, performance, deadlines, and player-facing polish.
  • Cross-discipline collaboration Comfortable turning design intent into clean technical execution alongside artists and builders.

Professional snapshot

Computer Science background, years of Marketplace production, and a habit of treating Bedrock work like real software engineering instead of one-off scripting.

Studios and partners

Experience across Marketplace-focused teams including Kubo, Varuna, MrBeast-related work, Team Visionary, Cracked Studios, 5 Frame Studios, Refresh Studios, Logdotzip and more.

Current direction

I am actively looking for stronger long-term opportunities where technical depth, ownership, and clean systems are valued as much as speed.

Full character sheet

Looking for a more traditional breakdown of my workflow, tools, and technical experience? You can review my complete résumé in the contact section below.