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Pescalera (2023)
Gameplay Programmer
Gamefeel/Juciness, optimisation, AI progammation.
Date
2022 ~ 2023
Project info
Team Size : 18
Time Frame : 9 Months
Engine : Unity
Bobbing Effect
I have integrated a system of head trembling and the weapon to reinforce immersion when moving the player in game. These subtle tremors appear as the player moves, creating a more dynamic and realistic feeling of movement. The head shake adds a slight oscillation to the camera, simulating the natural effect of the body in motion, while the gun follows this movement with coordinated tremors, reinforcing the impression of effort and action. These visual effects, although discreet, increase the feeling of being immersed in the action and bring a more tactile dimension to the gameplay, thus improving the overall experience of the player.
Optimisation
To optimize the performance of the game and ensure a smooth rendering, I set up a culling occlusion system. This method allows to limit the rendering of objects that are not visible on the screen, calculating only the elements actually needed. Thus, objects hidden behind other elements or located outside the player’s field of view are not taken into account by the rendering engine. This approach reduces the workload on the CPU and graphics card, improving overall game performance without compromising visual quality. Thanks to occlusion culling, the game can maintain a stable framerate and offer a more fluid experience even in complex and busy environments.
Player Movement Prototype
I worked on the first prototype of player movement, laying the foundation for a fluid and intuitive control experience. This prototype required a careful adjustment of the speed, acceleration and reactivity parameters so that the character’s movements were both dynamic and precise. Every detail has been designed to provide a pleasant and responsive feeling of control, ensuring that the player can move naturally while maintaining control over his actions. This first prototype of movement is essential, as it will serve as a foundation for all future interactions and battles in the game, ensuring that the character responds perfectly to the controls in such a demanding environment
Prototype of the flying enemy group
To meet the needs of the game, I had to set up a large group of enemies while maintaining minimal performance consumption. This led me to design an optimized prototype, able to handle many enemies simultaneously without compromising the fluidity of the game. This prototype is based on optimization techniques such as the reduction of rendering calls and the management of a common artificial intelligence to limit the use of resources. By adapting the enemies update according to their proximity to the player and using lighter calculation models, I was able to obtain a powerful and responsive system, ensuring that the game remains smooth even with a high density of enemies on screen.
Pescalera is first person shooter where you play a fisherman armed with a weapon capable of merging different types of fish to survive an extremely aggressive fish horde. On this project I helped realize the player’s movements before working on the Gamefeel adding the bobbing weapon effect,
recoil weapons and the differents camera events.





