Miguel Fiuza Gomes
Graduate Game Developer (Systems / Gameplay Programming)
Profile
Graduate game developer specialising in procedural generation, real-time systems, and engine-level programming. Experienced in designing modular generation pipelines, implementing networked gameplay architectures, and building rendering systems using Unity, Unreal Engine, and DirectX 11. Strong focus on performance-aware design, scalability, and robust system architecture.
Technical Skills
- Languages: C#, C++, HLSL
- Engines & Frameworks: Unity, Unreal Engine, DirectX 11
- Core Areas: Procedural Generation, Multiplayer Networking, Real-Time Rendering, Physics Systems, Performance Optimisation, Systems Architecture
- Tools: GitHub, Visual Studio
Selected Projects
Procedural Terrain Generation System (MSc Project) — Unity, C#
- Architected a modular procedural pipeline separating terrain generation, biome evaluation, and feature application, enabling scalable and extensible world generation
- Implemented rule-based biome classification using domain-warped noise fields (temperature, humidity, elevation), enabling controlled biome distribution across large-scale procedural environments
- Developed infinite terrain streaming with chunk-based generation, including normalisation and seam handling across chunk boundaries
- Integrated shader-based biome blending to transition from discrete biome assignment to continuous visual output
- Enabled generation of large-scale, diverse terrain with controlled biome distribution and seamless chunk transitions at runtime
Multiplayer FPS Netcode Prototype — Unity, Netcode for GameObjects
- Designed a semi-authoritative networking architecture balancing client-side responsiveness with authoritative server validation to maintain consistency under network latency
- Implemented client-side movement and shooting with server reconciliation for divergence correction
- Synchronised player state (position, rotation, actions) across networked clients in real time
- Analysed latency, prediction errors, and desynchronisation through testing and iteration
DirectX 11 Real-Time Rendering Pipeline — C++, HLSL
- Implemented a real-time rendering pipeline from scratch, including shader management and lighting systems
- Developed HLSL shaders and managed GPU/CPU interaction, including buffer updates and rendering flow
- Worked directly with graphics pipeline stages, gaining low-level understanding of rendering flow and GPU constraints
Snowboarding Physics Prototype (VeilRyders) — Unreal Engine
- Implemented slope-aware movement using surface normals and velocity vectors to achieve physically coherent traversal behaviour
- Tuned physics parameters to balance realism with responsive and controllable gameplay
- Iterated on movement systems to improve player feedback and consistency
- Collaborated within a multidisciplinary team across design and engineering
Education
MSc in Computer Games Technology
Abertay University — 2024–2025
BSc in Games and Apps Development
IADE — 2019–2023
Languages
- English: C2 awarded by the British Council
- Portuguese: Native