Projects
The Witcher: Ties of Destiny
Team Size: 29
Role: Engine & Gameplay programmer
The Witcher: Ties Of Destiny is an action Hack and Slash Beat’em up game for PC, in which Geralt and Jaskier will fight hand to hand, killing all their enemies and overcoming the challenges and obstacles in their way, using their unique skills and cooperating in their way to victory.
More DetailsEngine programmer PhysX implementation)
- Rigid Body simulation
- Collision detection
- Collision Callbacks to Scripting
- Scene Queries: Raycast
- Character Controller
Gameplay programmer
- Tutorial
- QA testing
Arctic Brawl
Team size: 4
Role: Gameplay Programmer
Arctic Brawl is a multiplayer game made with Unity using the PUN 2 library. It is a battle royale, 2D platformer shooting game where you need to kill 10 enemies along the rounds to win.
More Details- Character Selection Scene
- Character controller: movement & shooting
- Character animations
- Countdown at the start of each round
- Win condition & level reset
- Kill counter
- Map colliders
Little Theft Auto
Team size: 2
Role: Gameplay programmer
Little Theft Auto, a God-Like game where your goal is to diminish the criminality rate by controlling the city security system, as well as upgrading your police force!
More Details- Custom Steering Behaviours: arrive, seek, align, follow path, avoidance, wander
- Day/Night cycle
- Characters movement & interaction
- Characters AI
- Behaviour Trees
- UI improvements
Resonance Engine
Team size: 2
Role: Engine Programmer
Personal Contribution:
- Wwise implementation
- Audio Source & Audio listener components
- Resource Manager
- Scene serialization
- Game Objects Hierarchy
- Game Objects & Primitives
- Camera movement
- Drag & Drop
- Window Docking
Cursed Heaven
Team size: 5
Role: Gameplay Programmer
Cursed Heaven is an isometric dungeon crawler game based on the Game Boy Advance version of Final Fantasy Tactics. It has been developed with our 2d game engine made with C++ and SDL2.
The game is set in an alternative timeline inside the FF universe, in which our brave hero must climb to the top of the floating islands. There, he will be able to place the Legendary Stone of the Sky to release Heaven from its’ deadly curse.
More Details- Minimap implementation
- Entities movement
- Player movement
- Intro scene (logo)
- Keys configuration
- Collisions System
The Cliffborn Islands
Team size: 2
Role: Gameplay Programmer
The Cliffborn Islands is a 2d platformer game developed with our 2d game engine made with C++ and SDL2.
More Details- Creation of level 1.
- Load entities from Tiled.
- Creation and implementation of the entity system.
- Implementation of pathfinding and enemies’ movement.
- Implementation of the in-game HUD.
- Programmed coins, lives, score and timer.
- Save & Load implementation.
Andro Dunos
Team size: 5
Role: Gameplay Programmer
This game is a one level recreation of the original Andro Dunos. It has been developed by 5 first year students at the UPC as a project, it is not and never will be intended for commercial use.
Andro Dunos is a side-scrolling shoot ‘em up developed by Japan based Visco Games Corporation, set in the far future where you play the role of an ace pilot in a sci-fi combat ship designed with 4 (way, laser, home, rear) weapon settings which the player can switch to at any moment of gameplay. The player, with the help of these weapons and of enemy ship dropped power-ups, must shoot their way through mobs of enemies and bosses to advance through levels and defeat the alien invaders of the Earth
More Details- Animation System
- Audio implementation
- NeoGeo animation
- Implementation of 3rd & 4th bullet types
- Implementation of second player
- Collisions, God mode & Score
- Implementation of some enemies
- Bugfixing
Game Jams
Torpedo Inbound
Team size: 5
Role: Gameplay Programmer
Torpedo Inbound is a game developed during the 2nd edition of the Gran CITM GameJam, a 30h game jam. It was our first time participating in a Game Jam and we had no experience working with Unity.
Fire torpedos and drop mine bombs to stay alive as long as you can!
More Details- Player movement
- Player collisions
- Camera
- Submarine light
Breakout Lab
Team size: 5
Role: Gameplay programmer
Breakout Lab is a game developed in Unity in 36h for the 4th edition of the Gran CITM GameJam. Take control of a young and fearless researcher on her way out of a laboratory full of infected scientists and save them from their dire condition.
Solve puzzles by throwing different chemical components with incredible results and get yourself out safe.
More Details- Enemy implementation
- Camera shake
- Alarm effect
- Levels setup
- Level testing
- Bugfixing
Skills
Languages
- C++
- C
- C#
- GLSL
- Lua
- Python
Libraries /APIs
- SDL2
- OpenGL
- Assimp
- DevIL
- ImGUI
- PhysX 3.0
Engine / Software
- Unity
- Github
- Visual Studio
- Trello
- Hack n Plan
Fields
- Gameplay
- Engine
- User Interface
- Artificial Intelligence
- Networking