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SEBASTIAO LIPARIZI

Liparizi Game Development: Welcome
Liparizi Game Development: Work
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"I believe that in game development, an obsession with details is what take an experience from good to great."

Liparizi Game Development: Quote
Liparizi Game Development: Video

ABOUT MYSELF

I'm studying Game Programming in LaSalle College, who awarded me two Scholarships, one by Merit and an Athletism one. I have been a Game Designer professionally since 2009.


I study Kenjutsu, Iaijutsu and other martial arts at Instituto Niten.
In February 2018 I was awarded a Gold Medal at my ranking in the 16th Individual Brazilian Kenjutsu Championship.


At 18 in 2003 I served the Brazilian Army and graduated as 2nd Lieutenant.

Liparizi Game Development: Bio

WHAT I HAVE DONE

I Studied Mechanical Engineering, Architecture and Digital Games, I have created and lead two development teams at Overpower Studios and Launched a game that was featured in over 41 Countries.

In 2015 a build of Aces High, my third game, awarded a spot on the Core Labs Game Acceleration Program.

 I Learned specially how to tailor my games to their best markets, how to distribute the in-game items to better accommodate its monetization system and such, adding a huge value to my game projects.

Through the achievements of my work on the Brazilian game development scenario I’ve been invited to give presentations in game development events, saying how to create “Hard Core games” with small teams, and for mobile devices.

SCORSCHING SKIES 2012

Scorching Skies was an Air Combat game, Launched for iOS in 2012. It featured fleets of starships carrying sci-fi fighters thriving to destroy each other with reactive weapons, thousands of missiles, and big laser cannons. The better part of Itano Circus.

It was an extreme challenge to develop such a complex project, but the team pull it up in a fraction of time with budgetary and personal restrictions, the game was self-published in only 24 months.

Scorching Skies was featured in 41 countries over six months on the iTunes Apple Store. It was often compared to Sky Gamblers, the leader of the niche in 2012.

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KILL METAL RACING 2013

In 2013 for my first time at GDC, I made a racing game demo inspired by Rock’n Roll Racing with a “Need for Speed” camera and Gameplay.

The demo featured the racing track, with AI controlled cars firing missiles and mines at each other and the player.

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ACES HIGH 2015

Evolving from Scorching Skies, Aces High improved upon its highly organized fleet AI to become a multi-platform MOBA in 2015.

The game featured air combat gameplay, in a MOBA inspired battlefield, in which the objective was shooting down the opposing team’s Battleship


It featured free 3D flight movement, bringing new layer dynamics and engaging combat experience, encompassing a new gameplay for MOBAs.


The was meant to offer new ways to build Champions, not restricting players to specific exclusively efficient builds, like most MOBAs.

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KILL METAL RACING - 2018

In 2018 I got back to Kill Metal Racing and took it as new project.

It became an infinite racer, for the Crazy Driver create her Dream Racing Machine allowing many different car builds (like Diablo builds, but with cars!)

The player can act as a Racer, a car Hunter or both, in a action filled infinite track.

The player can loot parts from killed cars, or win money racing faster and leaving the hunters behind. He could even be both, with the right specced car!

The development is still going on!

Do you wish to support this project?

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Get in Touch
Liparizi Game Development: Services

GET IN TOUCH

7782283735

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Liparizi Game Development: Contact
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