About me

I am Nicolas from Argentina but currently living in Oslo, Norway. I am a programmer and I have a degree in computer science. I currently working at Globant as Game Programmer. This is my third professional experience in the world of video games. The first one was and still is with other indies developers from my city, Tucuman, where we formed the Last Minute Crew team where we developed a virtual reality game.

Since I was a kid I liked video games, today I am working doing what I like is a dream for me, is what I really love, I hope to continue on this path and motivate other people to join this great world of video games.

Projects

The following projects were all developed in Unreal Engine 4 & 5 using C++

Rocket Racing Project

Fully launched on Epic Games Store.

Plataforms: Available on PC, PS5/PS4, Xbox Series S/X, Nintendo Switch, Mobile.

Rocket Racing is a multiplayer racing video game and accessible via the Fortnite launcher. In this game, up to twelve players compete on various tracks, aiming to finish first while navigating obstacles. Players can drift, fly, and boost their rocket-powered cars, utilizing unique mechanics like driving on walls and ceilings to gain an advantage.

Developed and implemented multiplayer features using Unreal Engine 5, ensuring seamless and engaging online gameplay experiences. Utilized Unreal Motion Graphics (UMG) to create and integrate user interfaces, enhancing player interaction and overall user experience. Addressed and resolved porting issues, ensuring smooth transitions and compatibility across different platforms.

Unannounced AAA Project

Still in development.

Plataforms: Targeted for release on PC, PS5, Xbox Series S/X.

During my tenure, I had the privilege of contributing to the development of an exceptional game: a third-person multiplayer shooter within Unreal Engine 4. Upon the transition to version 5 of the engine, I actively participated in this exciting evolution. This project, associated with a well-known gaming IP, allowed me to leverage my expertise in implementing key features for the multiplayer mode.

My focus was particularly on crafting and integrating the mission and objective system, adding a dynamic and strategic layer to the game. Additionally, I played a significant role in implementing features such as dynamic extraction mechanics, strategic respawn points, and interactive environments, contributing to an immersive and engaging player experience. This accomplishment not only marks a milestone in my career but also attests to my dedication to excellence in game development.

Quantum League

Fully launched on Steam.

Plataforms: Available on PC.

Quantum League is a revolutionary first-person shooter with time paradoxes: a competitive FPS where you fight inside a time loop, playing alongside your own past and future versions in 1v1 and 2v2 online matches.

Developed and integrated character abilities for both multiplayer and single-player modes using the Gameplay Ability System. Engineered various user interfaces with the Unreal Engine UMG system. Programmed weapon mechanics and character attributes to enhance gameplay experience. Implemented interactive objects within the game environment to enrich player engagement. Resolved networking issues related to object replication, ensuring that certain objects existed only on the server and were correctly synchronized with clients. Conducted extensive playtesting and debugging to identify and resolve issues, ensuring a polished final product. Utilized project management tools such as Scrum, Jira, and Perforce to streamline development processes.

Shikita

Fully launched on Google Play Store.

Plataforms: Available on mobile.

Shikita is an educational video game about Type 1 Diabetes awareness. In the course of the game the player is taught about the importance of regular blood glucose monitoring and healthy eating, while trying to defeat the enemies invading the earth from the Candy Dimension.

I was responsible for programming and game mechanics. I implemented and optimized core gameplay mechanics, including character movement and environmental interactions. I developed AI for enemies and NPCs, ensuring realistic and challenging behaviors. I collaborated with designers and artists to integrate graphics and animations into the game engine, ensuring optimal performance across platforms. Additionally, I documented the code and mechanics for maintenance and future updates, and provided technical support during testing and post-launch phases.

Öga

Plataforms: Targeted for release on PC.

Öga is a Virtual Reality game, an experience of survival horror, psychological horror and action genres. The player has to defend his home from the attack of cultists and beasts that emerge from deep in the forest. During the day the player collects materials (wood, metal and gunpowder) around the house and deep in the forest to create weapons and items to block doors and windows. During the night he must resist the waves of different enemies that attack the house, trying to enter and kill him.

This game was selected, along with 7 other projects, by ADVA (argentine videogame association) to win a 6 month mentorship, during those months we received training by an experienced person in the industry. At the end of the mentoring we were the team that had the most progress and polishing, therefore we won the first place.

In my role as a game developer for a virtual reality game, I worked on the implementation of various user interfaces using UMG and the development and integration of events through animation blueprint and the use of Wwise within Unreal Engine 4. Additionally, I participated in the creation of the game’s AI and collaborated on the implementation of Wwise for use within the Unreal Engine. To manage the workspace, I utilized agile methodologies such as Scrum and project management tools like Trello and Subversion, ensuring effective communication and efficient teamwork.

Froiland

Plataforms: Targeted for release on PC, PS5/PS4, Xbox Series S/X.

As part of a course on Unreal Engine, I developed a first-person shooter game for PC, focusing on mastering the basics of the engine.

This project included level design and the implementation of basic mechanics such as character movement and interaction. I also created and integrated user interface elements to enhance the player experience, including feedback to user, counters, and menus.

Additionally, I programmed defeat and victory conditions to provide clear objectives and outcomes for players. Furthermore, I developed and configured AI behaviors using behavior trees and various sensory inputs, enabling dynamic and responsive enemy actions. I implemented sound events and UI effects to provide immediate and immersive feedback to players.

This project allowed me to gain hands-on experience with Unreal framework, UMG, animation blueprints, state machines, sound events, and AI behavior trees, Blueprints, C++ significantly enhancing my skills in game development with Unreal Engine