Published Apps
Hi, I've been developing iOS and Swift applications for 8 years, the last 3 years of that time remotely. I've worked on more than 30 applications that are hosted in the App Store, some of them with millions of users. I have experience with products. Most of my experiences I helped and improved products to better satisfy the customer's needs. In most cases presenting solutions that could be made within the app to help or even try to better understand the needs.
I code for a purpose.
DEV.to Medium LinkedInI am 28 years old iOS Engineer from São Paulo and working remotely for the last 3 years. I currently work at SOMOS Educação (the largest education company in Brazil and one of the largest in the world). I have been working with iOS development for over 8 years. I worked on several different projects, with more than 30 applications published on the AppStore. Some of them have millions of users. Today I lead the iOS team at Plurall, an app that has more than 1M active users and its main mission is to bring basic education to everyone in Brazil. In this app I work with the following tools and methodologies: Swift, Realm, RxSwift, Swinject, Alamofire, CoreData, ViewCode and XIB, APIRest, GraphQL MVVM, Clean Architecture, Fastlane, aspects of UX / UI and other things. I've worked on past projects with: SwiftUI, Combine, Catalyst, XMPP, Unity3D Integration, Objective-C, SOAP, MVC, Storyboard, PHP CodeIgniter, Ruby On Rails and etc.
Recently written articles on iOS and Swift on Medium and Dev.to. I am also the chapter leader for Cocoaheads, an international group of apple developers in the world and a speaker at the event. I also do lives on twitch teaching development to people and I have a YouTube channel with playlists step by step on how to make some features on iOS.
GitHub Medium Dev.to YouTube TwitchIn my newest released game Rong, the player must tap on the screen when the orange pointer is on one of the colored segments.
Rong was released in March 2019 after a few months of development. All assets were designed and created by me using GIMP.
In Detour, the player must swipe to stay on the road for as long as possible and avoid any obstacles that will cause you to take a detour.
Detour was developed over the course of one month for a competition with the theme of cars hosted by Jared Davidson. The game was released in October 2016. MagicaVoxel was used to model all 3D assets.
In my first released game Gummy Gap, the player must maneuver their gummy between a series of pipes to avoid getting hit and having their Gummy squished.
Gummy Gap's month-long development started in February 2016 and ended in March 2016. GIMP was used to design and create all the assets.
DHS Schedule is an application I developed for students in my high school to track their classes and manage their homework and schedule.
I spent my sophomore year summer developing DHS Schedule and released it in August 2017. During its development, I learned how to parse XML from an RSS feed to obtain each letter day from my school's website.
In Mining Madness, the player must move their minecart to avoid the falling rocks. The cave is collapsing and all the precious gold can not be lost!
Mining Madness was developed in the span of a few weeks. It was started in early April and was released in June 2016.
HQ Key is a bot I developed for answering HQ Trivia questions. Additionally, HQ Key is able to display a player's statistics, such as how many games they have played, how many they have won, how much they have earned, and more.
In addition to helping me familarize myself with using Firebase, developing HQ Key also taught me aspects of networking. The bot feeds into HQ Trivia's websocket, finds the question and three options, and using that information undergoes a series of algorithms using Google's Search Engine API to calculate the most probable correct answer.
My objective for creating Brightify was to develop an experience that allowed users to evaluate their emotional, mental, and physical health by creating and sticking to a set list of goals.
Developing Brightify has allowed me to improve my understanding of Auto Layout and of UIKit. I am considering whether to offer any backend services through the app, which would enable me to improve my understanding of Firebase, or possibly an alternative backend. Brightify's development started in May 2019 in honor of Mental Health Awareness Month.
Simple Seasons is a weather app I created for the sole purpose of helping me learn how to work with APIs and parse JSON. In this app, I specifically used the Dark Sky API for data on a specific location's weather. The app shows both the weekly and daily forecast and allows for the location to be changed. Additionally, the app also presents more information, such as humidity, pressure, and wind speed.
Parti is my first attempt at creating a social media platform. I built it as prototype for a client and was provided a mock-up in Marvel App which helped me to focus on improving my front-end design. Although the prototype was not released, the app features a feed of cells each with custom images, likes, and comments to mimic the design of a fully functioning app.
Parti was a great way for me to improve my understanding of Auto Layout and UIKit. I enhanced my understanding of collection views and learned how to animate views. The overall design of the app has inspired me to learn backend development, so recently I have been working with Firebase.
Proficient development in Swift and Objective-C building apps with Xcode. More than 30 apps submitted on AppStore.
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