Victor Gomes

Victor GomesVictor GomesVictor Gomes

Victor Gomes

Victor GomesVictor GomesVictor 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 academic setting and in my free time. 


Although I am a great team player, I am also self-sufficient and very keen to learn more about game design by constantly following online courses, prototyping game ideas by myself, and reading game development books. 


I’m particularly interested in challenges related to combat design, scripting, and gameplay balance and tuning.

Skills & Abilities

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

► Spent my time during my Master’s doing level design, scripting, and general game design and balancing in several game projects, both personal and academic. 

► Skilled at creating documentation for a multidisciplinary team, as well as conducting playtesting sessions. 

►Familiar with several Unreal Engine 5 systems, such as Niagara, Behavior Trees, Animation, Sequencer, and Chaos Vehicles. 

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

Relevant Experience

 ► Combat/Game Designer, Fishlabs

(September 2024 – Present)


  • Currently working on [redacted].


► 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 polish of 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, including player abilities, enemy interactions, 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 spread, accuracy, and damage. 
  • Responsible for designing and implementing the AI behavior, attacks, and queries of 5 enemies using Unreal´s BT´s and Blackboards, and later the Kythera AI middleware.  
  • In charge of the design of a drivable vehicle as well as fine-tuning it’s different attributes, such as camera speed and position, acceleration, steering, and suspension.  
  • Responsible for writing and updating documentation on Confluence. 


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


  • Developed several gameplay aspects of the game including enemies, collectibles, character abilities, and the score system.
  • Designed and constructed an “Infinite Runner” level inside Unity, including the layout and the placement of enemies and collectibles.
  • Served as Producer of a team of 10 people, coordinating the programming, art, and sound teams.

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)


  • Relevant Skills: Java, C, JavaScript, Python, HTML, CSS, Jira, Git.


Certificates

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


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


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


  • Link to Certificate
  • Relevant Skills: Knowledge of the Unreal Engine 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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Copyright © 2022 Victor Gomes

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