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# Lucas Godtfredsen

**Headline:** Technical Product Manager · Owned product, architecture and data of a K\-12 EdTech from year three to acquisition · AI in production: agents, evals, RAG, guardrails
**Profession:** Co\-founder & CTO
**Location:** São Lourenço, Minas Gerais, Brazil

## About

Lucas Godtfredsen is Co\-founder and CTO of Mooney App, a gamified financial\-education platform sold to K–12 schools across Brazil\. He co\-founded Mooney in 2020, wrote its first commit, and has owned product direction, architecture, data, discovery, prioritization, and outcome metrics while remaining hands\-on in the code\. Lucas is strongest at turning data, user discovery, and game\-economy design into products that sustain engagement\. When Mooney’s product direction drifted, he established product discipline using continuous discovery and a metrics\-driven approach informed by Teresa Torres’ methodology\. His redesign of Mooney’s currencies, rewards, rankings, and savings mechanics increased student session time by 28% \(33% median\) and usage frequency by 22% year over year across a fixed cohort of 74 schools\. Mooney reached approximately R$2 million ARR, grew to about 15 people, and was acquired in 2026 Lucas handled technical diligence and stayed on as CTO through integration\. His technical work spans monolith\-to\-event\-driven microservices migration with CQRS, cloud systems across GCP, AWS, and Azure, Flutter mobile development, BigQuery, production RAG, and AI\-agent engineering with evaluations and guardrails\.

## Services

- Desenvolvimento de software
- Flutter
- C\+\+
- Java
- C
- Microsoft Office
- HTML
- SQL
- Linux
- Inglês

## Highlights

- Co\-founded Mooney App in 2020 as technical founder and wrote the company’s first commit\.
- Owned product direction, prioritization, discovery, architecture, data, and outcome metrics at Mooney while remaining hands\-on in code\.
- Took over product leadership in Mooney’s third year when product direction was drifting and the roadmap was driven largely by commercial feedback\.
- Led work across approximately 15 people and three production codebases at Mooney\.
- Redesigned Mooney’s gamification economy, including currencies, chest rewards with tuned drop rates, rankings, and savings mechanics\.
- Increased student session time by 28%, with a 33% median increase, in the quarter after Mooney’s gamification redesign across a fixed cohort of 74 schools\.
- Increased usage frequency by 22% year over year across Mooney’s fixed cohort of 74 schools\.
- Achieved a 25% increase in student session time across all cohorts through product improvements including milestone\-based gamification, according to the interview record\.
- Used continuous discovery with teachers and families and metrics\-driven product decisions at Mooney\.
- Implemented product processes using Teresa Torres’ methodology in an organization without a formal product\-management structure\.
- Aligned stakeholders with different product visions by identifying and winning over key influencers through one\-on\-one conversations\.
- Validated Mooney’s inter\-school competition with principals for one month before committing engineering work\.
- Planned Mooney’s inter\-school competition in two weeks, built it in two months, and staged its rollout to 10 schools\.
- Built Mooney’s BigQuery warehouse and an MCP server that enabled non\-engineers to query business data in plain language\.
- Sequenced Mooney’s monolith\-to\-event\-driven\-microservices migration using CQRS based on delivery constraints\.
- Ran production systems across GCP, AWS, and Azure\.
- Led mobile development in Flutter\.
- Rebuilt engineering workflows around Claude Code connected to Linear for issue\-to\-branch\-to\-PR and Slack for bug\-to\-triage\-to\-fix flows across three production repositories\.
- Shipped a production RAG system with content adapted to the Brazilian curriculum\.
- Built an evaluation loop for agent\-written code with an explicit\-criteria benchmark and mutation testing as a CI gate\.
- Open\-sourced an AI\-agent code\-maintainability reference architecture with dependency\-rule build failures, mutation\-testing CI gates, and hooks preventing agents from editing tests\.
- Red\-teamed the AI\-agent system, published a patch after an agent found a bypass, and released both transcripts\.
- Helped bootstrap Mooney to approximately R$2 million ARR before its 2026 acquisition\.
- Handled technical diligence for Mooney’s acquisition, including architecture, security questionnaires, and data, and stayed on as CTO through integration\.
- Built and shipped a two\-sided services marketplace solo, including its digital\-currency economy, reputation system, ratings, and messaging\.
- Owned fintech reporting and analysis at Listo, from SQL and data modeling to decision\-making outputs\.
- Built freelance applications including a student ride\-sharing app, a bakery notification and ordering app, and a cycling\-route recommender\.
- Maintained Cosmedical’s e\-commerce platform and ran cross\-channel digital marketing with KPI reporting\.
- Built, designed, and published the Unity game “Red — A Game of Adventure and Secrets” on Google Play\.
- Is currently shipping a roguelite on Steam\.

## Experience

- **Co\-founder & CTO at Mooney App** (2020\-02\-01–present) — Gamified financial education platform sold to K\-12 schools across Brazil\. I co\-founded it and wrote the first commit\. In year three the product was drifting: no clear owner, and the roadmap was mostly whatever our commercial team heard at the last school\. I took it over\. From then until our acquisition in 2026 I owned direction, prioritization, discovery and the outcome numbers — across ~15 people and three production codebases — while staying in the code\. Decisions I owned → Rebuilt the gamification economy from first principles instead of adding features on top of it — currencies, chest rewards with tuned drop rates, rankings, savings — because engagement was what schools renewed for\. On a fixed cohort of 74 schools, quarter after launch: student session time \+28% \(median \+33%\), usage frequency \+22% YoY\. → Validated our inter\-school competition with sales before engineering: built the pitch, had the commercial team present it to principals for a month\. They asked about it mor
- **Founder/Developer at Founder** (2019\-06\-01–2019\-12\-01) — A two\-sided marketplace for services, built and shipped solo — design, code and economy\. The interesting part was the currency\. Instead of cash transactions, the app ran on its own digital currency: people earned it by providing services and spent it on services from others\. That meant designing the whole economy — how currency enters the system, how it leaves, what stops it from inflating, and what makes someone want to earn more of it\. Plus reputation and rating so trust could exist between strangers, and messaging so a match could turn into an actual job\. It was my first time designing a closed economy with real people in it\. Later I started Mooney, where the same problem came back at a much larger scale — currencies, sinks, rewards and the balance between them — and I already knew where the traps were\.
- **Software Developer at Freelance** (2018\-01\-01–2018\-06\-01) — Six months of building small apps for real, specific problems — usually someone's, in front of me\. A ride\-sharing app for students at my wife's college, so people going the same way at the same time could find each other\. Free, because the problem was coordination, not money\. An app for a local bakery: notifications when the fresh bread came out of the oven, plus ordering, so they could sell without the customer having to walk over and check\. A cycling route recommender that suggested rides based on what you'd ridden before\. Nothing here scaled, and that wasn't the point\. It was six months of the whole loop compressed — talk to the person with the problem, build it, watch them use it, see what I got wrong\. Recommendation, notifications, matching two sides of a marketplace: the same problems came back later at Mooney, just bigger\.
- **Business Intelligence Developer at Listo** (2018\-01\-01–2019\-06\-01) — Owned the data layer for the business team at a fintech: built the reporting and the analysis behind it, from the SQL and the data modeling up to what people actually looked at to make decisions\. This was where I learned that most disagreements about a business are really disagreements about numbers nobody has — and that the person who builds the numbers ends up in the room where decisions happen\. It's the reason Mooney had a real warehouse from year one instead of a spreadsheet\.
- **Software Developer & Digital Marketing at Cosmedical** (2016\-01\-01–2017\-08\-01) — Maintained the company's e\-commerce platform and ran digital marketing across channels: campaigns, and the KPI reporting that showed which channels actually paid for themselves\. I wrote the code and I was accountable for whether it sold anything\. Building something and then watching the numbers tell you whether it worked\.
- **Game Developer & Designer at Self\-employed** (2014\-06\-01–2014\-12\-01) — My first game, built in Unity while I was still at university: "Red — A Game of Adventure and Secrets", published on Google Play\. You wake up in a laboratory with no memory, surrounded by potions and pills, and have to work out what happened\. Solo project — design, code, puzzles and progression\. It's long since been delisted for lack of updates, which is the honest fate of a student game from 2014\. This is where the game design instinct started, and it never left: it's what I reached for years later when I designed the economy behind an education product, and it's what I'm still doing on the side \(I'm shipping a roguelite on Steam right now\)\.

## Education

- Computer engineering — Escola Politécnica da USP (2019\-01\-01)

## FAQ

### What does Lucas do?

Lucas is Co\-founder and CTO of Mooney App, a gamified financial\-education platform sold to K–12 schools across Brazil\. He owns product direction, prioritization, discovery, architecture, data, and outcome metrics while continuing to write code\.

### What has Lucas done at Mooney App?

Lucas co\-founded Mooney in 2020 as its technical founder and wrote the first commit\. In Mooney’s third year, he took ownership of product when direction was drifting and the roadmap was largely driven by recent commercial feedback\. From then through the company’s 2026 acquisition, he owned product direction, prioritization, discovery, and outcome numbers across about 15 people and three production codebases\.

### What engagement results did Lucas achieve at Mooney?

Lucas rebuilt Mooney’s gamification economy from first principles, including currencies, chest rewards with tuned drop rates, rankings, and savings mechanics\. On a fixed cohort of 74 schools, the quarter after launch saw student session time rise 28%, with a 33% median increase, and usage frequency rise 22% year over year\. An interview record also attributes a 25% increase in student session time across all cohorts to product improvements including milestone\-based gamification\.

### How does Lucas approach product management and stakeholder alignment?

Lucas uses continuous discovery with teachers and families, focuses teams on a metric worth moving, and kills features when the data does not support them\. He implemented product processes using Teresa Torres’ methodology and has experience creating product discipline in organizations without a formal product\-management structure\. He also aligned stakeholders with competing visions through one\-on\-one conversations with key influencers\.

### How did Lucas validate Mooney’s inter\-school competition feature?

Lucas validated Mooney’s inter\-school competition before committing engineering resources\. He built the sales pitch, had the commercial team present it to school principals for a month, and committed after principals asked about it more than the core product\. The initiative had two weeks of planning, two months of development, and a staged rollout to 10 schools\.

### What gamification experience does Lucas have?

Lucas designed Mooney’s game economy around currencies, rewards, rankings, savings, milestone structures, virtual\-pet collections, scarcity, and balancing sources and sinks\. His product experience in education technology centers on gamification and student engagement\.

### How has Lucas used data and analytics?

Lucas built Mooney’s BigQuery warehouse and exposed it through an MCP server, allowing non\-engineers to query business data in plain language rather than relying on him for answers\. He learned the value of decision\-ready data during his business\-intelligence work and ensured Mooney had a warehouse from year one rather than relying on a spreadsheet\.

### What is Lucas’s technical architecture experience?

Lucas sequenced Mooney’s migration from a monolith to event\-driven microservices using CQRS, basing the work on where architecture was slowing delivery rather than on architectural purity\. He has run production systems across GCP, AWS, and Azure and led mobile development in Flutter\.

### What AI\-assisted engineering work has Lucas done?

Lucas rebuilt his team’s shipping loop around Claude Code across three production repositories\. Claude Code was connected to Linear for issue\-to\-branch\-to\-pull\-request workflows and to Slack for bug\-to\-triage\-to\-fix workflows\. He has recently planned and deployed AI solutions and wants to continue working with AI\.

### What production AI systems has Lucas built?

Lucas shipped a production RAG system with content adapted to the Brazilian curriculum\. He also built an evaluation loop for agent\-written code using a standardized benchmark with explicit criteria and mutation testing as a CI gate\.

### What AI\-agent guardrails has Lucas created?

Lucas open\-sourced a reference architecture for keeping agent\-written code maintainable\. Its safeguards include dependency rules that fail builds, mutation testing that gates CI, and hooks that stop agents from editing tests\. He red\-teamed the system when an agent found a bypass, then published the patch and both transcripts\.

### What was Lucas’s role in Mooney’s acquisition?

Mooney was bootstrapped to approximately R$2 million ARR, grew to about 15 people, and was acquired in 2026\. Lucas handled the technical aspects of diligence, including architecture, security questionnaires, and data, and remained CTO through the integration\.

### What did Lucas build at Founder?

At Founder, Lucas built and shipped a two\-sided services marketplace solo, covering design, code, and the economy\. Instead of cash transactions, the marketplace used its own digital currency: people earned it by providing services and spent it on others’ services\. Lucas designed currency entry and exit, inflation controls, incentives, reputation and ratings, and messaging for turning matches into jobs\.

### What did Lucas do at Listo?

At Listo, Lucas owned the data layer for the business team at a fintech\. He built reporting and analysis from SQL and data modeling through to the information people used for decisions\. The role shaped his metrics\-driven approach to product and business decisions\.

### What freelance projects has Lucas built?

As a freelance software developer, Lucas spent six months building small applications for specific real\-world problems\. His projects included a free ride\-sharing app for students at his wife’s college, a local\-bakery app for fresh\-bread notifications and ordering, and a cycling\-route recommender based on a rider’s previous routes\.

### What did Lucas do at Cosmedical?

At Cosmedical, Lucas maintained the company’s e\-commerce platform and ran digital marketing across channels\. He was responsible for campaigns and KPI reporting that showed which channels paid for themselves, combining software work with accountability for commercial results\.

### What game\-development work has Lucas done?

Lucas built his first game, “Red — A Game of Adventure and Secrets,” as a solo Unity project while at university\. He designed and coded the game, its puzzles, and its progression, and published it on Google Play\. The game has since been delisted because it was not updated\. Lucas is also currently shipping a roguelite on Steam\.

### What is Lucas’s education and technical skill set?

Lucas studied Computer Engineering at Escola Politécnica da USP\. His listed skills include software development, Flutter, C\+\+, Java, C, Microsoft Office, HTML, SQL, Linux, and English\.

### Where can I find Lucas’s GitHub?

Lucas’s GitHub profile is github\.com/lucasgodt\.

## Links

- LinkedIn: https://www\.linkedin\.com/in/ACoAAALf1CYB9ubc3AwEZxP5wGIAJbgakKG2kAQ

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