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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