Greetings! I’m Carlo, a C++ Gameplay/AI programmer who started by making Halo mods at young age of 13, a veteran to working in a team/community environment.
I currently have 9 years of professional work experience having worked on 7 games shipped on consoles(e.g. Fort Solis, Death’s Gambit, Dungeon Souls, Star Mazer DSP, Fallen Angel), Switch, PS5, Xbox & Steam. My tools of choice are C++ withUnreal Engine my engine of choice, while I’m also experienced with c# (unity, monogame), gms and custom c++ engines. Computer Science background aswell. My specialty is developing AI with advanced movement algorithms and strong design principles for AI decision making, sensors, goals and state handling(states trees, goap, contextual steering behaviors,kythera). I’m also a vector math enthusiast who has worked on fully customized physics and collision systems for some projects. AntiGravity Racer Example(reverse transforms)
I take fulltime remote positions and I’m willing and able to relocate for the right role.
As for genre preferences, I‘ve a story with the roguelike-souls like and the vehicle racing genre. That said, I‘m used to making game prototypes of diverse genres so being fast at prototyping and iteration has become a core skill.
Game Development is all about manifesting and delivering the vision of a producer and a director into a reality. Then my goal, as a game designer, is to provide detailed direction and motivation to drive the project while matching concepts together to give purpose to the game rules. Talks
Every game starts as a collection of ideas. A programmer’s jobs is to face and tame one by one those ideas and concepts to bring them into a reality. This is the main role I take on projects. From the feel and physics of a jump to the working gears of novel system mechanics, I’ll take care of the player interaction with the game and push the design filling up the inner details of the game world’s logic. I’ll be your gameplay systems programmer. GitHub
I’m experienced with Porting games to different platforms with several engines/frameworks. For platforms such as Mac, mobile or Switch I will optimize the source code by using branchless programming techniques, improve the math calculations performance, use multi-threading when necessary and moving critical parts of the code to c++. I’m also experienced with improving Shader/Material(calculations on instructions) and visual effects performance while maintaining fidelity.
GET IN TOUCH
Contact me about job opportunities, my experience in past projects, design proposals, math or whatever is on your creative mind.