Unity Developer with 2 years of experience. I specialize in programming and tool creation. Published a vehicle physics package on the Unity Asset Store. Published a complete 2D Horror game.
Always eager to learn something new, striving to grow as a developer. Keen on learning new technologies and coding styles that help make better projects.
I am enthusiastic about working in a professional environment and learning from others.
A prototype of a racing game made with Netcode for GameObjects
Using my own vehicle physics package and Unity's Netcode for GameObjects multiplayer solution, I made a functioning prototype of a racing game. The game uses Relay and Lobby packages for handling lobbies. The game features 1 map with a sprint race, traffic and chat systems.
Vehicle Physics Package
I made and published a vehicle physics package on the Unity Asset Store. The package has a custom editor window made with the UI Toolkit, which provides a quick workflow with the asset. The asset allows you to quickly setup the controller, create and modify parts from the editor window and save parts presets. In the core the physics system uses the default Rigidbody component and the logic for every vehicle part, such as suspension, tyres, transmission, was written by me.
2D Horror game made in URP
This is a 2D platformer shooter horror game. Game was made using the Universal Render Pipeline. The game features enemy AI, different levels, post processing, custom shaders and visual effects, quick time events and boss fights. The save system was implemented using JSON serialization.
AI made with context-based steering algorithm
I made an update for my vehicle physics package that introduced AI Racers and race management system. The AI was implemented using the context-based steering and state pattern. I wrote custom code for the racer's position evaluation along the spline using Unity's Job System because the built-in method had very low performance. Race management system keeps track of each race participant's progress and sends race related events to the event listeners.
Vehicle damage system with mesh deformation and other effects
I made an update for my vehicle physics package that added a vehicle damage system with mesh deformation and individual parts damage system. The mesh is deformed based on collision points and parameters set by the user that define the effect of deformation. Deformation is performed by finding and modifying the position of the vertices near the impact zone. The algorithm uses multithreading with the Jobs System. Optionally, the user can also define possible collision areas and store the indexes of vertices that belong to each area. When the collision occurs, the code find in what area the collision occured and modifies only the vertices inside it, therefore lowering the amount of work that needs to be done. Vehicle part damage is another system, which controls the hit points of parts and makes them dangle and/or detach with certain conditions.
Apart from being a game developer, I enjoy most of my time being indoors. I enjoy music a lot, so I started learning to play electric guitar a year ago.
I also really like video games, especially the ones with progression system, so racing games, RPGs, MMORPGs, and so on. My favorite games are Final Fantasy XIV, NFS ProStreet, Dragon's Dogma: Dark Arisen, Silent Hill 2, Resident Evil 2 Remake.