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 yearsProfessional game development experience
3+ yearsMinecraft Marketplace production work
TypeScriptBedrock scripting, systems architecture, live content
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.

First chapters

Early projects

The first phase built craft: learning how to ship cleanly, make ideas land, and understand what works for Marketplace players.

Cover art for Kingdom Parkour, showing a fantasy Minecraft parkour adventure with a dragon and floating jumps.
ParkourLevel FlowEarly Work

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.
VillageAtmosphereMarketplace

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.
PackUtilityProduction

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 ↗
Late-game content

Recent large-scale work

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.
SystemsCompanionsMarketplace

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 DesignEncountersGameplay

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.
MorphAdd-OnCustom Logic

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.
RaidsScaleContent Complexity

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 ↗
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 architectureScalable Bedrock systems designed to be maintainable instead of disposable.
  • TypeScript and Bedrock Scripting APIFeature implementation, modular logic, entity behaviors, and production-minded debugging.
  • Marketplace delivery mindsetA balance of creativity, performance, deadlines, and player-facing polish.
  • Cross-discipline collaborationComfortable 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, Premier Studios, 5 Frame Studios, Refresh Studios, 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.

Good next upgrade

The résumé link is now live, so recruiters can jump from the story-driven portfolio straight into a formal summary of experience and tools.