Engine: Unreal 4 and C++.
Group Project: Role Lead Programmer.
ARGONAUTS is a family friendly hack n’ slash, a game which focuses on a fun experience and entertaining gameplay.
The vertical slice of the game includes the following features:
One playable character.
Two enemy types: DragonTooth Warrior and DragonTooth Boss.
Different AI for each enemy type (behavior tree).
Two levels : One playable and one for the menu background.
In game Cinematics.
Menus and selection screens.
The models and textures were created by the artists of the group project.
The levels were designed by the designer of the group project.
The animations used in the game were downloaded from a free internet provider Mixamo: Animated 3D characters (Adobe Systems Incorporated, 2019). Some animations suffer some changes to fulfill game-play requirements.
NETWORK GAME DEVELOPMENT: SUPER TENNIS
Engine: SFML and C++
User Datagram Protocol (UDP).
Direct connection (via IP).
Prediction and interpolation algorithms to assure a good performance under bad internet conditions.
Full playable PvP tennis game.
The game was inspired on the 1984 NES TENNIS game.
The graphics design of the game is based on the NES game with some minor changes.
PROCEDURAL CONTENT GENERATION - CITIES
Language: C++ and HLSL.
Procedural City generation using Space Colonization and a convex hull algorithms.
Procedural Building generation.
DirectX11 Post processing technique for glowing objects.
Implementation of Helicopter flying, controls and collision with buildings.
AI: FRAMEWORK FOR REALISTIC PSYCHOLOGICAL BEHAVIOR IN NPC - MASTER PROJECT
The project aims to create a psychological non-player character (NPC) behavior framework in video games that allows the simulation of emotions generated on an NPC after receiving exteriors stimulus. This framework uses the concepts behind the emotions, social relationships and reactions in humans to support the design of a human-like stimulus-response system. Adopts a simplified representation of human-like emotions, cause and effect, and emotional influence over the NPC action plan. The framework will be integrated with specific test scenarios built in the Game Engine Unreal. The goal is to support the designers in providing a compelling game experience, supporting interactivity, player choice, and replayability.
DIRECTX11: BACK ALLEY SCENE
Language: C++ and HLSL.
Model loading using Assimp
Skybox (using cubemaps)
ARTIFICIAL INTELLIGENCE: FUZZY RACER
Engine: Unity and C#.
The player can change the position of the racing line. The racer's AI steers using one of the implemented techniques.
Probabilistic Finite State Machine
The project was developed using Unity and the 2D sprites downloaded from a fee site: Looneybits, 2014. 2D Race Cars.
I'm a Computer and systems engineer with a Science, Technology and Society degree who decides to switch my career to videogames. Currently, I'm finished an MSc in Computer Games Technology at Abertay University, UK. Passionate for video game design and programming. I have more than 10 years of experience working in projects of IT strategy, IT governance models, enterprise architecture and IT project management.
● Colombia ICT Ministry - Advisor 3 years
● EY - IT Consultant 3 1/2 Years
● Banco Occidente - System administrator 2 years
● TCS - Java Developer 1 Year
● C++ ● Unity ● DirectX 11 & HLSL ● Java ● Test Driven Development ● Git Source Control ● Python ● SFML ● Graphics Programming ● Network Programming ● Object Oriented ● C# ● Unreal Engine ● AI Programming ● Enterprise Architecture ● Agile Development