
PROGRAMMER
Programmer
I began to learn programming in pure C, creating small apps for mathematical calculations such as
eletronic diaries.
During Game Design I familiarised myself with Flash for a while, until finally settling for the use of Unity and getting to learn C#.
I later decided to learn a more commonly used language and studied C++ through the internet.
I also have some understanding of Python, having made a small 2D space shooter in it.
Upon entering Fanshawe in Canada, I got to learn C++ better and maanged to create my
own engine with the use of OpenGL for tgraphics, FMOD for the sound, Bullet for physics, as well as using NSIS to create installers.
C++
I started learning C++ by myself, using videos from websites like 3DBuzz to get a better comprehension of it. I can say that my real programming knowledge and base concepts have all come from C/C++, where I made a small console based magician game and a text adventure game.
Once I got familiarized with it, I went into Unreal in order to learn a bit more about networking. It was with Unreal that I got a better grasp of the C++ language inside an engine with multiple objects and classes. It was then that I made the Diamond Rush game.
I then moved to Canada to study at Fanshawe, obtaining a treasure of information and concepts about both C++ and OpenGL, creating my own 3D engine on the process called DarkLight Engine.
The experience also allowed me to learn a lot about libraries like FMOD for the sound, in which we used both 2D and 3D sounds with multiple sound effects, like a Zelda style music fade and switch when enemies are nearby the character.
I learned a lot about physics, creating my own physics library and later switching to Bullet for a faster approach. NSIS was used to create installers using all the packaged data for the engine, as well as writing to windows's files and removing them upon uninstalling.
C++
C# and Unity
I learned C# by using Unity during my Game Design course in Brasil. A lot of what I know about solutions inside games come from studying games in Unity for about 4 years.
During this time, I created many small games, like the Final Fantasy Study, the Shooting Star Rebirth and my final project Crystal Seasons.
This allowed me to learn a lot of different methods inside Unity's program like altering the editor and using coroutines for time based code events.
Python and Lua
While in Brasil, I decided to learn a bit about Python, making a small space shooter game in it.
Though it was very brief, I learned how to make simple codes in Pythin that I used in projects inside my own Game Engine.
Lua was used in my previous Engine, where I made small lines that were read from a file and parsed to the Engine in the form of commands that would automate entities inside my game. I removed it from the current Engine since we weren't going to use it anymore, but it can be easily added back.
AI
I have worked a bit with AI, mainly using Claude and sometimes Grok.
Claude has helped me fix some issues with my triple buffering, being very helpful in giving examples and insights. There is also an idea I might work with where Claude has given some ideas for a zone asset loading system similar to BOTW that I could try to add to my engine.
I also did a small MCP Server with Claude that allowed me to make my own engine's code known to Claude, so it could give solutions using them.
While I've used a bit of AI, I still prefer to use it more as a tool to give me examples and learn, but still add the code myself and see how everything works and if it fits or makes sense.