Massive Darkness 2: Hellscape
cmoncampaign ↗ US$3.8Mbgg ↗ 8.0/10 #504
A Brazilian game design studio. Design, development and consulting for publishers worldwide, from first prototype to print files. We also bring top games to Brazil, like JinxO, winner of the Spiel des Jahres 2026.
two branches, one company
the studio · what we do
Bring us an IP or just an idea, and we create the game from it. Designed from scratch to your brief: audience, theme, components, price point.
We take your signed game at any stage and carry it to the finish line: systems, balance, playtesting, rulebook.
On-demand, ad hoc expertise. A fresh pair of trained eyes on your prototype, your pitch, or the mechanic that refuses to behave.
The practical part: length depends on the scope of the game, from two weeks to three or six months. We work remotely from Brazil, in English, Portuguese and Spanish, on GMT-3 (one hour ahead of New York, four behind Berlin).
selected work
40+
games launched
US$50M+
raised in crowdfunding campaigns alone
25+
years in the industry between us
Three designers and a long list: games we have designed or developed.
cmoncampaign ↗ US$3.8Mbgg ↗ 8.0/10 #504
d20 culturecampaign ↗ US$1.2Mbgg ↗ 7.1/10
cmoncampaign ↗ US$2.8Mbgg ↗ 7.8/10
cmoncampaign ↗ US$833kbgg ↗
cmoncampaign ↗ US$3.9Mbgg ↗ 7.9/10
cmoncampaign ↗ US$3.3Mbgg ↗ 7.7/10 #258
cmoncampaign ↗ US$4.2Mbgg ↗ 7.8/10 #155
tabletop tycooncampaign ↗ US$1.8Mbgg ↗
more games we have worked on
how we work
Before we touch a single rule, we play your game until we know it inside out. We learn the game, not a document.
Scissors, markers and sleeves. Fast iterations beat pretty ones. Polish comes when the game deserves it.
Playtesting with real groups, honest notes, and the discipline to kill our darlings when the table says so.
Clean rulebooks, tuned numbers, files your production team won't curse at. We stay around for the follow-up questions.
the people
partner · game design & development
Leo has been at CMON since 2017: he started as a junior game developer and is today a senior game designer & developer there, with credits on Cthulhu: Death May Die, Masters of the Universe: Clash for Eternia, Bloodborne: The Board Game and Stranger Things: Upside Down. Along the way he was a director at Samba Estudios, all while working with other awesome companies around the world.
Before board games came competitive card games: #1 in Hearthstone's Latin America ranking three years running, a rare Golden Cardback and over US$100,000 in prizes. Those were years of reading systems at the highest level, before he started building them.
He also founded GEM Acessórios, a TCG accessories brand known across Brazil for its quality.
partner · game design & development
Patrick joined CMON in 2022 and went on to be lead game developer on many projects, among them Blood Rage: Valhalla, Imperialismo: América and Cthulhu: Death May Die. As a designer, he created The Lord of the Rings: Foes of Middle-earth and God of War: The Board Game, plus a drawer of unpublished designs waiting for their moment.
Before that, he devoted himself to competitive Magic: The Gathering, where he reached two Pro Tour Top 8s, a feat few players in the world can claim. Those years of taking games apart under tournament pressure now shape how he builds them.
At ginga he is the one who turns a designer's intent into numbers that hold: systems, balance, playtest plans and rulebooks, from the first ugly prototype to files ready for print.
partner · game design & development
Alex spent ten years at CMON, 2016 to 2025: first as lead tabletop developer, then as Lead Game Designer, steering AAA tabletop projects from concept to final delivery. He was lead designer on God of War: The Board Game, Massive Darkness 2: Hellscape and Massive Darkness: Dungeons of Shadowreach, and has a long list of published titles to his name.
He looks after the whole creative vision of a project: worldbuilding, systems, characters and campaign structure, keeping art, miniatures and writing aligned with what happens at the table. A product designer by training (UFRJ), he mentored CMON's design team for years.
He also founded Tijolo Estúdio, a studio making “jogos com mensagem”, games with a message, where he launched Imperialismo: América and Censura.
companies we've worked with
Licensed worlds we've worked in: Stranger Things (Netflix) · Masters of the Universe (Mattel) · God of War (PlayStation) · Bloodborne (FromSoftware / PlayStation) · The Lord of the Rings · A Song of Ice and Fire (George R. R. Martin) · Scooby-Doo (Warner Bros.) · The Godfather (Paramount) · Kick-Ass (Mark Millar) · Munchkin (Steve Jackson Games) · Tormenta (Jambô) · Diversão Offline
the publishing arm · the other branch of ginga
Only the ones worth the trip: games we would fight to have at our own table. Licensed, translated and adapted here, with the Ginga name on the box.
first title · coming soon
By Martin Ang (Tabletoys). Brazilian edition, sold through GEM Acessórios.
Tell us what you're making, where it's stuck, and when you need it. We answer every message ourselves. Shops and press asking about our Brazilian editions: same address.
Got it. Thank you!
Your message is in our inbox. One of the three of us answers within two working days, in person, no auto-reply.
© 2026 Ginga Jogos LTDA · São Paulo, Brazil · contact@ginga.design