Passionate about combining my programming and artistic skills, I am an experienced Technical Artist and Game Developer. Over the last 7 years, I have contributed to developing the largest 3D military training simulator for the Brazilian Army at SIS-ASTROS. As a small team member, I used many hats and worked on scripting, gameplay, graphics, tools, 3D modeling, proceduralism, and CPU/GPU optimizations.
As a Game Developer, I have experience prototyping and developing features for gameplay and graphics resources, ensuring clean, optimized, and well-structured code. I also investigate and fix performance bottlenecks to enhance the users' immersion experience.
As a Technical Artist, I reduce the artists' workload by creating tools and automated solutions to decorate scenarios procedurally. I also create optimized shaders for real-time games, ensuring a balance between visual quality and performance.
Federal University of Santa Maria, Brazil
Federal University of Santa Maria, Brazil
Contribute to developing the first Decentralized Identity Network focused on fraud prevention.
Contribute to developing the largest 3D military training simulator for the Brazilian Army.
Responsible for creating 3D models for the ASTROS (Artillery SaTuration ROcket System) battery.
Some projects I’ve been involved with. Some of these were in the professional scope and others developed just as a hobby.
I investigated and fixed the performance bottlenecks, improving the overall game's performance by +300% in some cases.
I designed and developed a robust GPU-based vegetation system capable of handling thousands of trees and small plants efficiently in real-time.
I developed a dynamic structure to optimize access to mass datasets of polygons and polylines, speeding up virtual terrain rendering by +80% on average.
Some researches that I participated in and resulted in scientific publications.