ABOUT ME

Gonçalo Guilherme


Photo of Me

My name is Gonçalo Guilherme and I'm a Gameplay Programmer. I was born in Portugal and am currently finishing my higher education studies in DAE Howest Game Delopment course. I have a strong knowledge and experience in both Unreal and Unity. I'm a team player and a quick learner.

Skills

C++

C++

C#

C#

C

C

Python

Python

Lua

Lua

GLSL

GLSL

Tech Stack

Unreal Engine 5

Unreal Engine 5

Unity

Unity

HackNPlan

HackNPlan

Visual Studio

Visual Studio

Visual Studio Code

VS Code

JetBrains Rider

Rider

Perforce

Perforce

Github

Github

CMake

CMake

Vulkan

Vulkan

DirectX

DirectX

SDL

SDL

OpenGL

OpenGL

Photoshop

Photoshop

Blender

Blender

PORTFOLIO

These are projects I coded. Hover for info, click to learn more.

Group Project Gameplay
Beats from the Deep

Couch co-op Rhythm game made in Unreal

Group Project Gameplay WIP
Into The Deep

A roguelike game with rythm elements

Group Project Gameplay
Floppy Birds

A Retro game for the NES made in Assembly 6502

Solo Project Graphics
Vulkan Renderer

Custom Vulkan renderer

Solo Project Graphics
Dual Rasterizer

Software and Hardware Dual Rasterizer

Solo Project Engine
Custom 2D Engine

A lightweight lib engine for simple 2D games

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Beats from the Deep

Overview

Beats from the deep is a rhythm game where you have to hit notes on beat to defeat a Cthulhu-like boss. It can be played with up to 4 players or by yourself. Each character has their own unique track with unique beatmaps. It was made by a team of 6 students for the Game Projects course in DAE Howest.

Play demo and view DevLogs in Itch.io:

Some of my Contributions

  • Bound and created the player Input
  • Added the necessary logic for "hold notes", "dodge notes" and "attack notes"
  • Made menu logic for main menu including player selection screen
  • Added the animation logic for the tentacles and their attack animation
  • And more...

Technical Details

  • Built in Unreal Engine 5 with C++ and Blueprints for rapid iteration.
  • Core gameplay structured around a beat-synchronization system that drives note spawning, enemy attacks, and player feedback.
  • Supports up to 4 local players using Unreal’s Enhanced Input System.
  • Boss behavior and animations triggered by synced animation blueprints tied to the beat system.
  • UI flow handled with Blueprints (menus, character selection, results screen).

Challenges & Solutions

  • Challenge: Hold notes going out of sync → Solution: Added to the beat-synchronization system a new node to read ahead an extra 10 seconds to look for hold-note pairs

Outcome

The goal of creating a vertical slice was completed as this project showcases what the moment to moment gameplay of this game might be like. It was submitted to competitions and was graded well within the course.

Team

Gonçalo Guilherme (Programmer)

Bouke Weel (Programmer)

Missy Cooper (Artist)

Ieva Sucila (Artist)

Kwinten Hermanns (Tech Artist)

Matthias Peene (Sound)

Tech Stack

Unreal Engine 5

Unreal Engine 5

C++

C++

HackNPlan

HackNPlan

JetBrains Rider

Rider

Visual Studio

Visual Studio

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Into the Deep

Overview

Into the deep is a roguelike game with rythmic elements. Unlike conventional rythm games you arent forced to act on rythm but instead "coerced" as the enemies themselves will atack on musical elements.

The game is not yet finished and is only 3 weeks into production. This page does not represent the final product.

Some of my Contributions

  • Bound and created the player Input
  • Created the "item system"
  • Created multiple item ship parts
  • Procedural chunk placer
  • And more...

Technical Details

  • Built in Unreal Engine 5 with C++ and Blueprints for rapid iteration.
  • Core gameplay is a roguelike with exploration elements to gear up for a final boss fight, with rythm elements for the enemies.
  • Supports up to 4 local players using Unreal’s Enhanced Input System.
  • Enemies are linked to a MIDI music system to attack on musical elements (e.g.: Drums, Kick, Snare)

Outcome

As of yet nothing since its not finished yet but hopefully at the end of our sprints we will have a fully playable roguelike with 1 major level and a boss.

Team

Gonçalo Guilherme (Programmer)

Bouke Weel (Programmer)

Missy Cooper (Artist)

Ieva Sucila (Artist)

Kwinten Hermanns (Tech Artist)

Matthias Peene (Sound)

Tech Stack

Unreal Engine 5

Unreal Engine 5

C++

C++

HackNPlan

HackNPlan

JetBrains Rider

Rider

Visual Studio

Visual Studio

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Floppy Birds

Overview

Floppy Birds is a co-op arcade game inspired by the smartphone classic. It can be played with up to 4 players when using the NES Four Score. It works in both emulators and in the original NES console. It was made by a team of 4 students for the Retro Games and Console class.

View the source code in Github:

Team:

Gonçalo Guilherme (Programmer)

Gilles Durnez (Programmer)

Arthur Barselaar(Programmer)

Bram Verhulst (Programmer)

Some of my Contributions

  • Bound and created the player Input
  • Created player movement logic and faked gravity
  • Made the Main screen logic and animations

Technical Details

  • The whole project was coded in Assembly 6502 on Visual Studio Code using the "ca65 Macro Assembler Language Support" plugin for better modern support for IDE and general quality of life changes.
  • Supports up to 4 local players using the NES Four Score.

Outcome

Me and my team managed to make the project compatible with both NES emulators and the original console. Including the FourScore in emulator and on console.

Tech Stack

Assembly 6502

Assembly 6502

Visual Studio Code

VS Code

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Vulkan Renderer

Overview

This project is a Graphics renderer made in c++ using the Vulkan API. It was made for my Graphics Programming 2 class. (This projects uses code from the Vulkan Tutorial)

Depth Pre-Pass
PBR(Albedo)
PBR(Normals)
PBR(Metallic Roughness)
HDR Light Pass
Point Lights

View the source code in Github:

Some of the features

  • Use of the Assimp library to load various 3D models/Scenes
  • Dynamic Rendering in Vulkan
  • As shown in the images a PBR workflow with pre depth pass

Technical Details

  • The project supports a PBR workflow with quick scene and model loading thanks to Assimp library
  • It uses a realistic camera simulation for lighting with changeable settings

Outcome

Despite not meeting all the goals that were set for the class and by me this project is still a fully function graphics renderer made using Vulkan API completely from scratch. The project still has many flaws and most likely would struggle to run on alot of devices due to graphics card compatability.

Tech Stack

Github

Github

Visual Studio

Visual Studio

Vulkan

Vulkan

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Dual Rasterizer

Overview

This project is a Graphics renderer made in c++ using the DirectX API and a fully software one. It was made for my Graphics Programming class.

DirectX (Hardware) Rasterizer
Software Rasterizer

View the source code in Github:

Some of the features

  • Use of DirectX for the Hardware Rasterizer
  • Transparency support for both Hardware and Software
  • Culling with clipping for Hardware and general triangle culling for Software
  • It has hotkeys for a multitude of things such as cycling cull modes or turning features on or off

Technical Details

  • The project allow for transparency in both hardware and software
  • Linear Sampling for both hardware and software which allows for smoother looking textures

Outcome

This project showcases the two different Rasterizers with most features being compatible in between the both of them.

Tech Stack

Github

Github

Visual Studio

Visual Studio

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Custom Engine

Overview

This project is a custom-built game engine developed in C++ from scratch. It was created as part of my Programming 4 course

View the source code in Github:

Some of the features

  • Game Component System (ECS) architecture
  • Basic physics and collision detection
  • Rendering pipeline with support for 2D sprites
  • Input and event system
  • Scene management and serialization

Technical Details

  • Implemented in modern C++ with modular subsystems
  • Uses SDL for graphics backend
  • Resource management system for textures, meshes, and audio

Outcome

While not production-ready, this project demonstrates a working foundation of a custom game engine. It gave me hands-on experience with the challenges of low-level engine development, resource management, and real-time performance considerations.

Tech Stack

Github

Github

Visual Studio

Visual Studio