Technical Skills
🎮 Main Game Engines
🎨 3D Modeling, UVs and Sculpting using Blender and Substance Painter
💻 Programming languages
🛠 Tools & Technologies
Featured Projects
The Ascended One
Created Core Gameplay Mechanics of a 3D Turn-based Rpg such as a 2D-based grid, A* pathfinding and Turn Managers. Implemented a 2D Grid System without the creation of multiple gameObjects, thus optimizing the performance, an A* pathfinding-based movement capping at the maximum movement of the currently selected character and and varius Managers such as Character Managers, Turn Managers and the Player's own Input Manager.
Tyranny Of Ghost
Created Player inputs using the new Unity's Player Input System and attaching them to the Player's Character Controllers. The player can switch from Human Form to Ghost Form and vice-versa, enabling and disabling inputs automatically. Each form has its perks: in Human you can place a lantern based on the Camera's Movement and Rotation, using Unity's Cinimachine Cameras that differ from Human to Ghost, and a Cinemachine Brain. The lantern lets you kill enemies that come near it, but cannot be placed directly near certain objects, NPcs or enemies, and has a cooldown when used it, so as it needs to be placed strategically. In Ghost you can fly around within a limited range, bound to your Human Form, see enemies on the map and pass through certain objects, such as doors, letting you have maximum conrol of the situation.
3D Blender Model Gallery
Character Models
Weapons & Props
Experience
Started programming in C/C++ and Python, working in groups to solve assignements given by professors.
Continued programming in C/C++ while working with some database softwares for University assignments and tests
Continuing programming in C/C++ using the Unreal Engine 5 Game Engine, started programming in C# in Unity Game Engine and creating 3D models using Blender and Substance Painter programs.