Content development projects - realworld one, Germany
Summary: High quality VR experiences in Virtual Training, Sales & Marketing, Immersive Communication and Service & Support, based on Unreal Engine together with realworld one’s core systems and platform. (MORE)
CustHomEyes Planner - Facile Progettare, Italy
Summary: Made with Unreal Engine. Software inspired on the traditional 2D approach for home architectural planning (top view style) , but generating and exporting the corresponding 3D meshes to be used with the "CustHomEyes" software. (MORE)
Silent Streets - Funbakers, Ireland
Summary: Innovative game combining augmented reality and real life walking with narrative and investigation game mechanics. For iOS and Android with support to full localization. (MORE)
Unity For C++ (Open Source) - My Studio
Summary: This project provides an efficient control of the Unity3D/C# code to the C++ code, being the base for connecting the 2DL engine to Unity 3D and actually to other engines too, since it's C++ side is also ready to be connected to other engines supporting C++ extensions.
2DL Game Engine - My Studio
Summary: 2D Engine based on the JC++ Platform and Box2D, compiling to any platform and pluggable to several engines (developed with Marmalade C++/Cocos2dx). It is focused on 2D platformers, supporting several features, including procedural level generation and design workflow based on Tiled Map Editor plus Python scripts. (MORE)
JC++ Platform - My Studio
Summary: An innovative JSON + C++ development platform that solves several common game dev related issues, speeding up dev process, leveraging code reuse potential and being a lot easier to integrate with external dev tools than traditional dev approaches. In rough way it replaces most of the C++ headers by JSON files supporting the definition of “JC++ objects”, including with a stack-oriented programming language made to work together with C++ code. (MORE)
Reusable Code Pack - AWG, Canada
Summary: Objective-C utilities that ended up integrated in about 30 games and sold to other companies, includes advanced management solutions for ads (several providers supported), UI, event system, local notifications, in game reward campaigns, IAP, achievements and game configuration/user data settings supporting encryption, parsing, versioning, merging and remote updating. (MORE)
Maze Thief for iOS - AWG, Canada
Summary: High quality maze style game for iOS (based on Objective-C, OpenGL and the “Reusable Code Pack”). (MORE)
2D Platformer Game - Jaki/Halfbrick, Aust.
Summary: work-for-hire for Halfbrick plus a confidential client. Cancelled, but having a high quality and almost final gameplay achieved. Responsible for leading the coders, implemented a component based C++ architecture, several AI behaviors for more than 20 unique characters, including bosses, 2D physics from scratch, a powerful animation system, a cinematic system, UI system, between other key modules targeting future reuse. (MORE)
Steambirds Survival - Jaki/Halfbrick, Aust.
Summary: work-for-hire for Halfbrick/Spry Fox, released in Oct/2011. Mobile game (developed for iOS by us); started as a porting based on its popular flash version, but got several new features and a new visual style; Responsible for the project setup and initial porting steps (to C++), successfully achieved great performance improvements for an ambitious design, integrated several third party APIs (IAP; OpenFeint/OFX; Game Center; MobClix; TapJoy; Flurry Analytics). (MORE)
Prevent It 2.0 - Jaki/Edsoft, Australia
Summary: Educative board game mixed with quizzes for PC. Published by Edsoft. Responsible for implementing (Unity3D / C#) a fully featured player profile system, its synchronization and management through the network and its connection to an online server for high score management and activation (from a trial mode). Also was responsible for the QA by creating and properly documenting several test scenarios and test cases, involving all the implemented features. (MORE)
Virginia 1771 - Creators Club Network, US
Summary: 3D First person strategy/adventure style game (Unity Web Player) associated with managed learning content based on the Moodle open source platform. Responsible for designing and implementing several character behaviors using and extending third part middlewares for behavior trees and pathfinding and also implemented a complete dialog system integrated with the character AI and the game level progression. (MORE)
Sunset Studios - Behind The Scenes - 5th World Media/Game House, Australia
Summary: Innovative 3D hidden object game combined with 2D mini-games for PC; published by Game House. Responsible for adapting/creating and maintaining the 3D level/rendering tech and tools for the designers to work on, performing relevant changes on the Torque Engine (TGEA) internals. Implemented several easily customizable 2D mini-games, reused to become variations of themselves. Also responsible for performance analysis and improvement to comply with min spec requirements from publisher and for mentoring a newcomer junior coder. (MORE)
Choreo Dancer: Irish Dance / Body Brain Framework - Personal Project
Summary: Personal game dev research and development project. Achieved a new animation/AI middleware prototype (Python / Blender Game Engine) by combining several AI techniques. (MORE)
Eclipse Game Engine - Z80 Software, Brazil
Summary: 3D engine project supported by CNPq - Brazilian National Council of Scientific and Technological Development. Responsible for implementing several engine features (C++) and its interfacing with Lua scripting. The main module implemented was a terrain manager supporting the rendering, automatic texturing, lighting and shadowing of huge terrains, based on advanced techniques involving DirectX and HLSL. (MORE)
Tango Calendar - Personal Project
Summary: web application based on web2py and HTML5/javascript. Hosted by Google App Engine. (MORE)
PAC MAN 3D - Personal Project
Summary: 3D version of the SP Pac Man ASCII made with Direct3D and C/C++. (MORE)
PAC MAN ASCII - Personal Project
Summary: “Pac Man” based game with great pathfinder AI (C language). (MORE)
Velocidade Mortal - Personal Project
Summary: Racing game based on “Rock 'N Roll Racing” (Pascal language). (MORE)
O Castelo Wille - Personal Project
Summary: “Myst” style based game (QBasic). (MORE)