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RAFAEL ZAGOLIN

GAMEPLAY PROGRAMMER

Welcome to my portfolio website!​I work with gameplay programming from AI, network, mechanics and always willing to learn more!

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Gameplay Programmer
Kristala

Studio:  Astral Clocktower Studios

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Time frame:  9 months

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Engine:  Unreal Engine 5

Genre: Dark Fantasy Action RPG Souls-Like

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Programming Language: C++, Blueprints

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Platforms: PC, Playstation 5, Xbox Series S/X

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  • Implemented, refactored and optimized the core traversal systems

  • Fixed and implemented animations

  • Integrated ImGui plugin to create UI tools to improve iteration time for designers to make adjustments on the several traversal components at runtime

  • Fixed lots of bugs non-traversal related such as UI, collision, animation and whatnot

Gameplay Programmer
Wardens Rising

Studio:  Big Moxi Games 

Time frame:  11 months

Engine:  Unreal Engine

Genre: 3D PvE hero shooter action with tower defense gameplay elements. 

Programming Languages: C++, C#, Unreal Blueprints.

Platforms: PC & Consoles (Playstation 5 & Xbox Series X/S)

  • I had been promoted to the Lead Programmer role to ensure the project's final moments before release and coordinate the code team as well as doing major systems

  • Active bug fixing both in C++ and visual scripting

  • Contributions to the implementation of several systems such as skill system

  • Network code using Unreal online (replication) system

  • Actively testing gameplay mechanics to guarantee game feel quality

Note: On December 2024, the game version I was working got rebooted internally and I was moved to work on another project at Big Moxi Games, therefore I stopped leading the engineer team there.

Gameplay Programmer
Reaper Actual

Studio:  Big Moxi Games 

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Time frame:  5 months

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Engine:  Unreal Engine

Genre: Triple-A Extraction Shooter FPS

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Programming Language: C++

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Platforms: PC

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  • Massive contribution to AI systems ensuring code is optimized and bug free

  • Server-authoritative network code

  • Contributions to the implementation of several systems such as skill system

  • Implementation of data-driven systems for AI animation trees

Gameplay Programmer
Grounds Zero

Studio:  Exodus Developer

Time frame:  2 years

Engine:  Unreal Engine

Genre: Tactical online multiplayer first-person shooter

Programming Languages: C++, C#, Blueprints.

  • Built the ground base for gunplay: worked on recoil system with easy-to-use (graph editor) integration to edit recoil patterns; different types of magazine; weapon attachments systems; 

  • Enhanced Body part damage detection (different damage based on hit body part); 

  • Contributions to network systems with active validation

  • Items pickup system;

  • Implementation of animation (Animation trees, tool to import assets, assisted with pipeline creation)

  • Implemented enemies’ artificial intelligence for matches, usage of Environment Query System and Behavior trees 

Junior Gameplay Programmer
Wardens Lost Legacy

Studio:  Elemental Game Studio

Time frame:  4 months

Engine:  Unreal Engine

Genre: Adventure open world single-player experience

Programming Languages: C++, Blueprints.

  • Quality assurance on gameplay by playing quests

  • Quest scripting using C++ and unreal visual scripting

  • Actively applied to feedback from supervisor

  • Implementation of user interface for unique gameplay quests

Internship as Gameplay Programmer
Unreleased project

Studio:  Umbu Games

Time frame:  3 months

Engine:  Unreal Engine

Genre: Local multiplayer third-person shooter

Programming Languages: Blueprints

  • Core systems such as gunplay, crafting, custom camera

  • User interface such as gameplay HUD and menus

  • Animation trees, blend spaces

  • Player-controlled team artificial intelligence

  • Intuitive blueprint tools that allowed designers to easily work with

© 2023 By Rafael Zagolin, powered and protected by Wix.

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