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Position Based Physics Engine

Progressive Path Tracer

Tools: Unity/C#

Team size: Solo

Project time: 6 months

Developed for: Master's Thesis

Responsibilities:

  • Programming a physics engine based on the work of Matthias Müller

  • Ensuring real-time performance

  • Not use Unity's provided physics capabilities or math classes

Features:

  • Simulation of particle systems and soft bodies

  • Simulation of rigid spheres, capsules and cubes

  • A variety of positional and angular constraints

  • Optimized collision detection using Bounding Volume Hierarchies

  • Static and dynamic friction

  • User Interaction

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Tools: GLSL, ShaderToy

Team size: 3

Project time: 12 days

Developed for: 3D programming course

Features:

  • Indirect Illumination

  • Soft shadows

  • Reflections and refraction

  • Motion Blur

  • Depth of Field (DOF)

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Game Engine

Legend Of Sweeper

Tools: Unity, C#, Aseprite

Team size: Solo

Project time: 3 weeks

Developed for: Search For a Star Programming

 

Description: A crossover between the original Zelda and Minesweeper, in this adventure you play as a miner making his way through dangerous boards littered with mines. All programming, visuals, 2D and 3D art were handled by myself, sound effects and music were royalty free. This project alongside the C++ technical tests got me a position as a finalist in the competition.

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Tools: C++, OpenGL

Team size: 2 

Project time: 1 month

Developed for: Computer Graphics for Games Course

Responsibilities:

  • Programming a general purpose game engine

  • Building a demo game using the engine

Features:​

  • Point, Ambient, Spot and Directional lights

  • Transparent materials

  • Fog, Lens Flare

  • Particle Systems

  • Planar Shadows & Planar Reflections

  • Skybox and Cube Mapping

  • Bump Mapping

  • Runtime creation/destruction of game objects

  • Collision Detection and response

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Past Bypass

Tools: Unity, C#

Team size: 3 programmers, 2 artists, 1 composer

Project time: 2 weeks

Developed for: A Jam About Time

Rating: 6th best rated game out of 104 entries

Responsibilities

  • Organizing team members and tasks

  • Game and Level Design

  • Programming movement, player past clones and time travel mechanics

 

Description: A 2D platformer about going through levels while avoiding making contact with past versions of yourself. Levels force players to go through the same area multiple times, but since past versions of the player are now traversing the area as well, careful movement is key. Thankfully, if you fail, you can easily go back in time, taking the place of one of your past selves.

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Void Champions

Tools: Unity, C#, Mirror

Team size: 4

Project time: 3 months

Developed for: Methodology of Game Design Course

Responsibilities

  • Team Leader

  • Game Design

  • Programming Net Code for PVP/PVE combat

  • Programming, a modular combat system 

  • Programming varied enemy behaviors

  • Programming map creation tools

  • Maintaining a weekly devlog with updates on the development process and design decisions

 

Description: Void Champions is a re-iteration on a previous game I worked on. The game can be described as an asynchronous rogue-like. Four players enter the match and try to finish 11 rooms in a row without dying, while gaining upgrades along the way. You never know what is waiting for you on the next room, you can fight monsters alone, fight alongside other players or get stuck in a battle to the death with them.  

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And 10 other games!

Tools: Unity, Unreal 4, Pygame, Aseprite

Team size: 1-5

Project time: from 48h to 1 month

Developed for: 3 University projects, 6 game jams and 1 recruitment project to enter GameDevTecnico (in addition to projects previously mentioned)

Common responsibilities

  • Team Lead

  • Game and Level Design

  • Gameplay Programming

  • Pixel Artist

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