I gave this talk detailing my journey from my home country of Portugal to London, following my passion for game development and all the lessons I’ve been learning. 2014 – London GameSpace
- Unity for Software Engineers – An indepth look at the Unity game engine from a software engineering perspective and how to adapt your workflow. Slides
- Facebook London Mobile Forum – I represented Plumbee at the first Facebook hosted Mobile Forum and I spoke about Crossplatform Development. Slides
- Introduction to Unity – I gave this talk introducing Unity to other Plumbee engineers to kickstart a discussion on game technology. Slides
Open Source Projects
- Unity Tips – Tips, tricks and knowledge I’ve accumulated over the years
- C++ Sandbox – Computer Science algorithms
I’ve written articles and interviewed game designers on the topics of inspiration, narrative and making a living through games.
- Interview with Chris Avellone
- Interview with Annie V. Mitsoda
- Dragon Age 2 analysis – included in Critical Distance’s critical compilation of BioWare’s Dragon Age 2
- In the absence of game industry featured on Gamasutra
An Asteroids clone done in 7 days, in Unity, using StrangeIoC and with 100% unit test coverage.
It’s also really damn juicy 😉
Spaceship assets from OpenGameArt.
An evolution of the traditional visual novel, Project Noir mixes a 2D top down perspective with dialogue.
- Sidescrolling (with jumping!) and Top Down perspectives
- Rain particle system
- Narration and dialogue parsing (created in ChatMapper)
- Narration displayed as your character moves along
- Areas all fully created with Tiled maps
- Toggle-able and self describable smart objects (e.g. “This is a desk.”)
ProjectNoir was made in Unity, using MattRix’s Futile, a 2D framework.
Pocket Bogart is a noir visual novel.
When me and my friend Louis Lopes realized there aren’t too many film-noir themed games, we decided to do one ourselves.
We created the Pocket Bogart demo for the Nintendo DS, developed with the devkitPro toolchain. Louis wrote most of the script while I implemented the demo and designed the UI.
It was a really exciting challenge to make a game on the Nintendo DS, getting the build directly on the device and playing around with it. It paved the way for my development of iOS and Android games.
Pocket Bogart features a fully working dialog system:
- loads conversations from files
- displays a conversation between different speakers, with portraits
- waits for the user to touch or press a button to move to the next line of dialogue
- fast-forward the current line of dialogue until the end by holding down a button or touch-holding with the stylus
- plays sounds embedded in the dialogue
I’ve ported Pocket Bogart to Objective-C, Flash and Unity.
Flashlight is a platformer I developed with three colleagues for our Interactive Games course of our Master’s Degree in Interaction & Knowledge at FCUL.
It’s a multiplayer shooter where all is dark except for where you shine the light. In the darkness, you can tell where other players are as the onomatopoeias for the sounds they’re making appear on their location.
Here’s a video we created for an Expo showcasing the cool projects students can do at FCUL University.
Ian Mallett‘s occlusion algorithm was used to implement the darkness.
Made in Python with PyGame.