Eduardo Rodrigues

Gameplay/UI Engineer


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Portfolio

Destiny 2

Completed: Jan 2019
Bungie's always-online first-person shooter that incorporates role-playing and massively multiplayer online game elements whose universe Vicarious Visions partnered with to further expand.

Primarily worked on PC and UI specific features such as mouse-cursor support, start menu/director improvements, and Battle.net integration.

Tony Hawk's Pro Skater 1 + 2

Completed: Jan 2019
Vicarious Visions' remaster of the first 2 titles in the classic skateboarding series. Boasting entirely new visuals, progression systems, and quality-of-life improvements on top of all the original content and handling.

I was the primary UI engineer, creating, maintaining, and instructing others in the use of all the core UI systems related to menu management, player input, and focus. I also fully owned the HUD and the "Graffiti" game mode.

Alchemy Laboratory

Completed: Oct 2016
Vicarious Visions' proprietary toolset. Features a multitude of workflows that enables different disciplines to quickly and efficiently develop shipping content for titles such as Skylanders: SuperChargers and Crash Bandicoot N. Sane Trilogy.

Primarily focused on making improvements to our level, visual scripting, and localization workflows.

Activate

Completed: Oct 2014
Activision's social mobile platform. Integrated into all recent Activision mobile titles, such as Skylanders Lost Islands, Skylanders Cloud Patrol, and Call of Duty: Strike Team. Through Activate users are provided with several features including:
- Cross-platform cloud saves
- Friend lists (Facebook, Google+, GameCenter, Activate)
- Leaderboards

Ray Tracer

Completed: May 2012
A ray tracer that can generate an image of a 3D scene of arbitrary models and light sources. Features visually realistic shading, tone reproduction, reflective and transmissive surfaces.

The development history of the ray tracer can be viewed at emr4378.blogspot.com.

Written in C++.

Ball Physics Simulation

Completed: Nov 2011
A simple rigid-body ball/particle physics simulation. Showcases inelastic collisions, air friction, and multi-body gravity. Also features a non-uniform rational B-spline surface, OpenGL lighting, and free-floating camera control.

The user can fly around the scene and fire additional particles into the scene. Particle properties are also controllable by the user. Additionally lighting, shading, and the bounding volume can be toggled.

Written in C++ using OpenGL/freeglut.

FAT File System

Completed: Aug 2011
A Linux-based implementation of a file system and accompanying terminal shell.

The file system is based on the file allocation table (FAT) file system design. There are three main components; the boot record, the directory table, and the file allocation table. The boot record describes the file system, the directory table lists all the files that are present, and the file allocation table indicates where the actual file data is stored within the file system.

The shell features implementations of the following commands:
ls
touch
cp
mv
rm
df
cat

If the shell does not implement a command specifically, or a command is performed on the real filesystem, it is simply forwarded to the terminal (using fork() and exec()).

Written in C++ for Linux operating systems.

RetroSplode - Retro 2D Shooter

Completed: Mar 2008
RetroSplode is a Geometry Wars-inspired top down 2D shooter consisting of a multitude of enemy types, several power ups, three bosses, and two game modes.

Built with user control in mind, it features a customizable control scheme and allows the player to choose their own music from the Newgrounds Audio Portal, which is then streamed in via the song player.

The game was sponsored by MoFunZone.com and received a daily award on Newgrounds.com.

Written in Actionscript (3.0).

Spin Series - Disorienting Sidescrolling Action Games

Completed: Mar 2007
The Spin series is a series of games based around one common concept; distorting the players view by spinning the level. As players progress through each game the frequency, speed, and amount of rotation increase resulting in more challenging gameplay.

It consists of 4 games, each with a unique gameplay mechanic and color scheme:
-Spin Climb- {Green}
-Spin Sprint- {Orange}
-Spin Soar- {Red}
-Spin Swim- {Blue}

The series was sponsored by ArmorGames.com and has received several daily awards on Newgrounds.com.

Written in Actionscript (2.0), with art provided by Danny Yaroslavski.