Professional Games

machichestra black river studios
machichestra black river studios game
machichestra black river studios game
machichestra black river studios game
machichestra black river studios game
Gameplay Engineer

Unity | Windows Mixed Reality | March 2018 - December 2018

Magichestra is a Virtual Reality Musical game where you, the player, become the Maestro of your own orchestra, made of magical instruments that give life to the classical pieces. When the orchestra is ready, the Maestro steps on the stage to conduct the piece, performing specific gestures, be it a flick of the hand or a grand sweeping motion, and following the rhythm of each musical piece.

  • Responsibilities
  • - Implement multiple parts of gameplay, like rhythm gameplay and gesture recognition system.
  • - Work with tech artists developing tools according to their needs, like a system to sync environmental FX with the music.

valgard
valgard
valgard
valgard
valgard
Code/Level and Game Design

Unreal Engine 4 | Steam | August 2014 - December 2017

Valgard and The Armor of Achilles is a top down shoot 'em up video game developed by Revolver Game Studio, which brings to this generation the renowned gameplay of games like Knightmare (MSX) and Elemental Master (Sega Genesis).

  • Responsibilities
  • - Implemented multiple parts of gameplay, like characters and level behaviors.
  • - Work close to the artists developing special tools according to their necessities.
  • - Develop object-oriented classes such as weapons and characters, simplifying the game escalation process.

minovelt game
minovelt game
minovelt game
minovelt game
minovelt game
Level Designer

Unreal Engine 4 | Serious Game | February - August 2017

Dead Neighborhood is a side scrolling adventure where the player needs to talk to NPC's, hostiles or not, accomplish side missions and advance. The player needs to escape from an infested city, searching for the safe zone in each level.

  • Responsibilities
  • - Grayboxed all the levels inside engine, also placing enemies powers ups and others.
  • - Designed all the games missions, based on the client necessities for the game.

Personal Games

feevale game project
feevale game project
feevale game project
feevale game project
feevale game project
Programmer / Proj. Manager

Unity 5 | University Course Completion Assignment | March - December 2015

Hyndra's Tale is an adventure hack 'n' slash game with AAA cinematographic experience in small scale developed in 10 months by 5 students in university. The concept of the game was always to create a AAA game, that feels and play like a big a budget game, but in a small scale.

Early in the project we defined some things that would bring us closer to the desired product.

We defined that having real-time cutscenes with face animation was a must, likewise having a fluid gameplay along with different types of gameplay and these are just some of the features of Hyndra's Tale.

  • Responsibilities
  • - Develop all the programming side and construct the game design of the game.
  • - Worked close to the artists to ensure animations were made properly so we could use blend shapes, root motion and deliver high quality real-time cutscenes.
  • - I received the responsibility of finishing the level, creating specific materials, designing particles, lighting and creating the level mood, in addition to overseeing the creation of assets to ensure consistency.

ludum dare game
ludum dare game
ludum dare game
ludum dare game
ludum dare game
Unity DOTS Project

Unity DOTS | Master's thesis | 03/2020 - 3 months

This project started as a Ludum Dare project. However it was after remaded to be used a my Master's Thesis involving Unity DOTS. My research was on comparing the performance between two identical games, one using object oriented approach and the other using Unity data oriented approch called DOTS. So I implemented two version of this game in order to compare the performance between them.

  • Responsibilities
  • - Implement the entire game twice, once using OOP and the other using Unity DOTS (data oriented design).
  • - Model the 3D models of the game, illuminate the scene and create simple particles.
  • - Design all aspects of the gameplay, including player movement, enemy AI's and controls.

ludum dare game
ludum dare game
ludum dare game
ludum dare game
ludum dare game
ludum dare game
ludum dare game
Lead Programmer

Unity 5 | Ludum Dare 33 | August 2015 - 2 days

Road To Hell, is a endless runner game for mobile platform, this game was developed under 48 hours for the Ludum Dare 33 contest.

  • Responsibilities
  • - Design the core mechanics of the game.
  • - Build a system to procedurally place levels, enemies and power ups.
  • - Implement all the characters movements and playtest it to ensure it was bug free.

feevale game project
feevale game project
feevale game project
feevale game project
feevale game project
Lead Programmer

Unity 4 | University 4th semester | December 2014 - 5 months

Based on the Transformers universe, Cyber Arena is a multiplayer game up to 4 players, where you can battle against your friends using 4 different weapons and a superpower of energy explosion.

It was developed using the Unity 3D engine and the Photon Network to make the multiplayer connection.

  • Responsibilities
  • - Build a system to support up to four simultaneously players playing through the network.
  • - I Worked close to the artists to ensure armors were made in a way they could be changed during gameplay.
  • - Implement all the game features and gameplay from start screen to the ending scene on the engine.

sbgames game jam
sbgames game jam
sbgames game jam
sbgames game jam
sbgames game jam
Gameplay Programmer

Unreal Engine 4 | SBGames 1st Jam | November 2014 - 2 days

Based on the theme of the jam which was "No man ever steps in the same river twice, for it's not the same river and he's not the same man". We developed Panta Rhei which is a 2.5D game developed in Unreal Engine 4 about Heraclitus and the changes of a man and the environment which he lives.

  • Responsibilities
  • - Implement the main character, including its movement, animations and special ability.
  • - Implement level behaviors, like rock movement, death zones and others.

About Me

Pablo do Amaral Ferreira
Pablo Amaral
Half Logical
Half Creative
Full Gamer

Fast learner, eager creator, that's me by the way.


I have been creating games for 6+ years now, and I spent this time in many adventures from small school projects to working to full fledged projects, having worked in 20+ game projects.


Currently, I am part of Black River Studios a brazilian game development studio that develops mobile, VR and console games and I have a big journey in this awesome studio.


Hobbies

hobbies

Contact

ferreira_pablo@ymail.com