Greetings! I’m Vila, a C++ Gameplay/AI Engineer who started by making Halo mods at young age of 13, a veteran to working in a team environment.
I currently have 9+ years of professional work experience having worked on 5 games shipped on consoles/Steam (e.g. Fort Solis, Death’s Gambit, Cyber Clutch: HIN, Dungeon Souls, Star Mazer).
My preferred language is C++, with Unreal Engine being my engine of choice. While I’m also experienced with C# (Unity/MonoGame), GM and bespoke C++ engines (own – w/ The Forge). Computer Science background as well. My specialty is developing AI with advanced movement algorithms and strong design principles for AI decision making, sensors, goals and state handling(HTN, States Trees -Utility-, Goap, contextual steering behaviors, Kythera). Also worked on fully customized physics, collision systems and advanced vehicle systems implementation on shipped projects. AntiGravity Racer Example(reverse transforms)
As for genre preferences, I‘ve a story with the roguelike-souls like, online racing titles and shooters(FPS/TPS). That said, I‘m used to making game prototypes of diverse genres so being fast at prototyping and iteration has become a core skill.
Optimizing Unreal Engine titles (including porting) has been a constant on my work experience. I believe it’s essential for engineering efforts to focus on getting the best performance out of end-user’s hardware and delivering a smooth, stable experience.
I take fulltime positions via remote and I’m willing and able to move for the right opportunity.
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 frameworks but specially Unreal. For platforms such as Mac, mobile or Switch I will optimize the source code by improving math calculations performance, using multi-threading when possible and moving critical parts of the code to c++(nativizing). I’m also experienced with improving Shader/Material(calculations on instructions) & Shader Permutation Reduction, optimizing Niagara all while maintaining fidelity.
email: thredpixel@outlook.com
discord: thredpixel