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C++ Computer Science

Location:
Lima, Lima Province, Peru
Posted:
May 15, 2025

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Resume:

Vila Carlos Senior AI-Engine Programmer

c++ Senior engineer with 9 years of professional experience with shipped 5 games on Consoles/Steam/Mac. Building things of value is my top priority, having worked on successful projects I've learned to consolidate game design directives when implementing core systems. My core strength is developing AI with advanced movement algorithms and strong design principles for AI decision making. I’m a linear algebra math enthusiast with advanced vehicles coding experience. Experienced with optimizing Unreal Engine games and bespoke engines.

CONTACT (CDT Time)

+1-971-***-****

github.com/GapingPixel

Email:

***********@******.***

Portfolio:

theredpix.com

Twitter:

@theredpix

Relevant Experience (full time positions only)

C++ Engineer - Code Blue Games — 6 Degrees ( PS5, Switch 2) 2025 - Hack n Slash

+Advanced animation logic, including Multi Threaded Motion Matching setup in c++

+ Implemented abilities such as Ziplining, Combat Stance, different movement behaviors

+Implemented Quick Time Event System using Sequences

+Implementation of Hierarchical Task Networks Planning for AIs

+Implemented common functionality such as CurrentlyRenderer, and current execution Thread Checks

+Multithreaded game logic including traces for traversal checks, nad nativized most of the code base Lead Developer Online Game - Arc Forge — Reservoir( Steam, PS5) 2024 (Ongoing) - Survival Online Coop FPS

+Online Coop Mode up to 4 players, matchmaking, Steam Online Services

+ FPS Mechanics, hitscan weapons, advanced recoil systems, animations systems

+State Tree/Utility based AI

+Advanced use of GAS

+Fully native multi threaded animations systems

+Barricade system for constructing defensive and base like structures

+Project Fully Coded in C++ (including UI, animation logic, AI, cues ) C++ Eng. Game Director- SWG — Nine Rounds Rapid(Xbox, Switch, Steam) 2023-2024 May - Procedurally Generated Roguelike

+Different Procedural Generation Algorithms for every level

+ Game Direction and Design (documentation and level design layouts)

+Bespoke AI Decision Framework Task Based model, AI World State/Context

+Advanced Camera Handling with the procedural generated rooms

+In-House Ultra efficient and versatile Ability System

+Heavy Optimization to reach 60fps on 8th gen consoles/Switch(Skeletal Mesh optimization,UI invalidation, tick aggregation)

+Project Fully Coded in C++ (including UI and animation logic)

+5.4 Engine’s Source Modification (software cursors, skeletal mesh, tick settings, physics settings, engine debloat)

Apple Silicon port - PlayJoy — Fort Solis(Mac Apple Silicon, PS5, Steam) 2023 - Feb-Nov Thriller

+Apple Silicon port of the game, worked along Apple and Epic Engineers on a beta 5.2 engine branch (rep mirror). Performance Target was Base M1/M2

+Heavy c++, vector math, branchless optimizations

+Geometry/Meshes optimization for Apple Silicon

+Lumen Specific Optimizations, Texture optimizations

+Documentation of general optimizations for all platforms

+Proxy shadows, general mesh geometry optimization, lumen vram optimizations and profiling for the game

+Material Shader Permutation Optimizations

SKILLS

•C++,Assembly(x86, arm, mips),

c#,Js(plugins, html5)

•Unreal, SDL2, Monogame, The Forge,

Unity

•AI (HTNs, BTs, Steering behaviors, GOAP,

State Trees, FSMs, Kythera)

•Online multiplayer, custom collision

systems, GAS, HLSL/USF Shaders

•Heavy Optimization(multithreading,

SIMD, code base scale nativization, data

oriented, tick aggregation, significance

manager, experienced with tailored engine

modifications, shader permutation reduction

•Perforce, git, plastic,wordpress

LANGUAGES

English, Japanese

AWARDS

•Best Game Design - GDLX24 -

Nine Rounds Rapid

•Best Game - Indie Prize Lite

Fallen Angel

•Best Game - Dubai Expo Dungeo

Souls

COURSE WORK

•CS209A: Machine Learning,

Stanford Online

•CS364: Game Theory I & II,

Stanford Online

•SOM-Y0010: Writing in the

Sciences, Stanford Online

•Cryptography, Stanford Online

•SOE-YCS0009: Divide & Conquer,

Sorting & Searching Algorithms,

Stanford Online

Online GAS - Gunpowder Games — HotImport Nights (TBD Steam, PS4) 2022 - Online Multiplayer Battler Racing Arcade

+Implemented vehicle skills, such as turbo, railgun, rockets using Unreal’s Gameplay Ability System

+Implemented UserInterface for health, energy and vehicle skills interface

+Implemented cooldown, stamina drain systems & Supported Game Designers with mechanics

+Added gameplay elements such as pickups and energy strips

+Added visual effects, camera handling for skills such as turbo (with FOV handling, distortion)

+Improved collisions checks for car (for situations in which car is upside down or jumping)

+Physics functions updated and value toggling to avoid online async and undesired behavior Imagos Softworks — STAR MAZER: DSP (Steam)

July 2021-Dic 2022 Shoot 'em up

+Bug fixing and ported the game to the internal c++ runner

+Ported the game to an updated engine by upgrading the json asset handling systems

+New enemies and general level flow, sequence spawning updates White Rabbit — Death’s Gambit: Afterlife (PS4, Xbox, Switch, Steam) January 2021 to May 2021 - Side Scroller Souls Like

+Implemented 5 Afterlife dlc bosses iterations: Knight, Wraith, Bysurge, Aberrant AI and Death

+cinematics: dialogue, animation changes, visual effects, camera handling and custom scripts

+Implemented Credits, with animated characters and cinematics playing in between

+Updates to camera behavior in certain scenarios such as elevators and stairs

+Implementation Horde Mode ( added stats modifiers to enemies,tailored spawning sequences )

+Texture page handling, bug fixing & QA up to PC Gold state

•CS193U: Video Game Dev in C++ &

Unreal Engine, Stanford Online

•3D Game Engines C++, UAB

•Game Design Art & Concepts,

CalArts

•Online Games: Literature, New

Media, and Narrative, Vanderbilt

University

•Gamification, University of

Pennsylvania

ExPopulus— Unannounced Project

Jun 2020 to Jan 2021 - Action Side Scroller

+Implemented advanced player movement mechanics such as vaulting, ledge grab, wall jumping, grapple hook, teleport and platformer mechanics such as lifts, platform movement modifiers, bounceable objects, propel tunnels

+Tile based collision of multiple sizes + object based collision for actors and moving platforms. Complex Collision shapes including concave triangles

+Steering behaviors for aerial drone enemies and ground enemies with movement similar to players, Implemented menus with tweening behavior, full menu system using textures directly, and several enemy types

Matrioshka Games — Fallen Angel (Switch, Steam)

July 2018 to Feb 2020 - Top Down Hack N Slash

+Lead the project development and design, programmed the whole game systems from Player character, AI, to shader HLSL implementations

+3D logic on a 2D topdown(jumping, climbing, flight,aerial combos, 3D platforms)

+Strong Code architecture able to handle multiple collision systems, handling of living entities (such as enemies, player), dynamic actors, damage systems, projectile systems, stats modifiers effects

+Input systems including on the go gamepad/kb switching, rumbling implementation, menu input for gamepad and kb

+Skill tree and inventory system with descriptions and animated icons

+Dialog system with portraits and multiple answer select

+Advanced AI, including contextual states based on enemy group hierarchy and manager for enemy groups. Implement multiple bosses. All enemies use 3 axis movement logic,custom vector lib

+Graphic programming(shaders, particles, screen effects), bloom, destruction effects, GPU color blending for lighting, rain with drops, reflections, distortions, point lights, parallax scrolling, menu animation tween movement, shadow maps, enemy disintegration effects

+Buffers for player inputs, such as for jumping or attack presses for when an attack animation was still running. Multiple contextual combos and anim cancel mechanics

+Major Game Design & Art directives and User Interface design & implementation Lamina Studios — Dungeon Souls (Steam, Android, Linux) May 2016 to Nov 2016 - Top Down Roguelike

+Lead the project development and design, made General Design & Technical Documentation

+Major Performance Optimization to data structures, dynamic lists, AI and particle systems. Updated the codebase to be fully compatible with the c++ llvm compiler. CPU Performance improved up to 70%.

+Several changes to AI implementation and Design, having done AI design documents for animators

+Added coop, with mechanics such as reviving teammates . Xbox kit development with achievements

Other Works:

Contracts (NDA)

+Developed cars, tanks, helicopters and anti-gravity racer vehicle physics

+Several Prototypes for sidescrollers, third person games,Beat em ups, Fire Emblem like, etc EDUCATION

Computer Science, UPC

2019. CS Program oriented for c++ game development and graphics programming Japanese Studies, Ichigokai

2014. 2 semesters. Comprehensive course of the Japanese Language. Grammar, writing Hiragana, Katakana and Kanji



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