Projects

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.

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Personal Contribution:

Engine 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.

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Personal Contribution:

  • 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!

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Personal Contribution:

  • 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.

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Personal Contribution:

  • 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. 

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Personal Contribution:

  • 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

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Personal Contribution:

  • 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!

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Personal Contribution:

  • 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.

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Personal Contribution:

  • 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