Victor Gomes

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Victor Gomes

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Summary

Hi! I am a Combat/Technical Designer with a programming background. I am comfortable and proficient with Unreal Engine and Unity, engines that I used to create several game projects both in an professional setting and in my free time. 


Although I am a great team player and love to collaborate with other designers and departments, I am also self-sufficient and capable to own game features from initial to design to in-engine implementation.
I’m particularly interested in challenges related to enemy and boss design, scripting, player abilities, and prototyping.


Some of my favorite games are Earthbound, Metal Gear Solid 3, Majora's Mask, and Super Mario World.

Resume

Skills & Abilities

► Experienced in developing game prototypes in Unreal Engine and Unity.

► Proficient at several Unreal Engine 5 systems, such as Blueprints, the Gameplay Ability System, Behavior Trees, EQS, Animation Sequencer, Niagara, and Chaos Vehicles. 

► Skilled at designing and developing enemies and bosses, all the way from conception, to implementation, testing and finally polishing.

► Skillful at creating documentation both in Confluence and Miro for a multidisciplinary team, as well as conducting playtesting sessions. 

► Knowledge in programming in C++, C#, and Lua, as well as using both Perforce and Git for version control, and Hansoft for task managing. 

Relevant Experience

 ► Combat/Game Designer, Fishlabs

(January 2026 – Present)


  • Currently working on [redacted].


► Combat Designer, Fishlabs (Tomb Raider: Legacy of Atlantis, Unreal Engine 5)

(June 2025 – December 2025)


  • Worked as Combat Designer on a section of the game.


► Game Designer, Fishlabs (Unannounced Life Sim Game) 

(September 2024 – May 2025)


  • Worked as the main designer of a school themed life sim game.
  • Designed the core elements of the expansion, such as the progression system, customization options, and main player interactions.
  • Designed 8 different minigames, each with unique interactions and rewards.


► Game Designer, Fishlabs (Goat Simulator Remastered, Unreal Engine 4) 

(April 2024 – September 2024)


  • Responsible for tweaking the Movement attributes of the game (running, jumping, steering) to ensure the movement would faithfully recreate the original’s game feel. 
  • Overhauled the AI of the game by reworking and polishing the Behavior Trees, walking routes, interactions, and attacks of all the NPCs in the game. 
  • Fine-tuned the attributes and feel of the 10+ vehicles of the game, as well as the values of over 20 of the playable Mutators in the game. 
  • Closed over 30 bugs and worked closely with QA to improve the polish of the game. 


► Combat Designer, Fishlabs (Dead Island 2: Neighborhood Watch, Unreal Engine 4) -

(December 2023 – April 2024)

 

  • Responsible for balancing the attributes of the 3 main classes of the game and the Co-op Scalers when playing in Multiplayer. 
  • Reworked 5 Player Abilities to ensure each one would feel unique; while also fine-tuning over 10 of them to guarantee they would be easy and fun to use. 
  • Did a balance pass on the enemy compositions of the 30 missions of the game to ensure a smooth experience. Also, contributed to the design of 2 Session Modifiers. 
  • Closed over 10 bugs and worked closely with QA to improve the game. 


►  Junior Combat Designer, Fishlabs (Project Black, Cancelled Console/PC Title, Unreal Engine 5) - (June 2022 – December 2023)


  • Prototyped several systems for a 3rd person Sci-fi shooter using Blueprints, such as player and enemy abilities, weapons, melee attacks, and health mechanics. 
  • Designed, prototyped, and balanced 3 “alien shooter weapons”; additionally, fine-tuned the attributes of 2 military weapons, such as accuracy and damage. 
  • Responsible for designing and implementing the AI behavior, attacks, and queries of 5 enemies using Unreal´s BTs and Blackboards and Kythera.  
  • In charge of the design of a drivable vehicle as well as fine-tuning it’s different attributes, such as camera speed and position, and acceleration, steering.  
  • Responsible for writing and updating documentation on Confluence. 


► Game/Level Designer, Freelance (Unreleased Mobile Game, Unity) – (2020 – 2021)


  • Developed several gameplay aspects including enemies, collectibles, character abilities, the score system, and the different layouts of an Infinite Runner game.

Education

► Master’s in Computer Science and Engineering – Instituto Superior Tecnico – Lisbon (Portugal) – (2019 – 2021)


  • Specialized in Game Development, Interaction and Visualization. 
  • Wrote a Master’s Thesis in Tutorial Level Design. 
  • Relevant Skills: C++, C#, OpenGL, Unreal Engine, Unity.


► Bachelor's in Computer Science and Engineering – University of Lisbon – Lisbon (Portugal) – (2016 - 2019)


Certificates

► Masterclass in Boss Fight Design –  Mejerwall Consulting  – Online


  • Link to Certificate
  • Relevant Skills: Knowledge of how to design, develop, test, and develop memorable Boss Fights.


► Unreal Engine C++ Developer: Learn C++ and Make Video Games – Udemy.com – Online


  • Link to Certificate
  • Relevant Skills: Knowledge of the UE Editor Interface, C++, and Blueprints.


► Unreal Engine Cinematic Creator for Video Game Design – Udemy.com – Online


  • Link to Certificate
  • Relevant Skills: Knowledge of the UE Sequencer, creation of interactive and non-interactive cutscenes and cinematics.

Languages

► Spanish: Native Language

► English: Advanced (C1)

► Portuguese: Advanced (C1)

Download Resume PDF

CV (pdf)

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