# Luiz Carlos da Silva Junior — Portfolio > Senior Unity Engineer with 10+ years on interactive 3D systems. Unity day-to-day, with Unreal and C++ where they fit. Strongest in VR interaction layers, real-time multiplayer, editor tooling, and cross-platform delivery (Quest, iOS, Android, PC, WebGL, HoloLens). > Founded FormulaXR in 2015. Production VR/AR titles live on the Meta Quest Store, App Store, and Google Play, in active use for years. Website: https://luizcarlosfx.github.io Email: luizcarlos.sfx@gmail.com LinkedIn: https://www.linkedin.com/in/luizcarlosxr/ GitHub: https://github.com/luizcarlosfx Discord: luizcarlosfx I founded FormulaXR in 2015 and have led it ever since. In a small company that means going well beyond the technical work: lead developer and architect, but also team lead, regularly on calls and visits with clients, and one of the people shaping company strategy. Over those years the work has spanned a pretty broad range: games, medical VR training, industrial simulation, educational mini-games, and a markerless object tracking SDK. I tend to be involved end to end, from initial concept through the publishing process. Available for remote work. --- ## Resume ### Experience #### FormulaXR (2015 – Present) ##### Senior Unity Engineer & Tech Lead (2020 – Present) - Evolved XRProj from a desktop design-review tool into a real-time 3D platform shipping from one codebase to Quest, iOS, Android, PC, WebGL, and HoloLens. Distributed on the Meta Quest Store, App Store, and Google Play. - Coded a PlayCanvas / TypeScript port of the Unity client for the web target with a custom serialization layer mirroring the Unity runtime. Component-by-component, written before LLMs existed; the mirroring was the slow part. - Built a networking compatibility layer from Photon to FishNet using Roslyn source generators and Mono.Cecil IL post-processing to weave RPC call sites at compile time. Production migration in under 2 months, local LAN supporting 20+ concurrent players. - Engineered the Virtua interaction layer (gesture grabs, physics-driven cables and tools) plus a graph-based authoring tool letting designers build training scenarios without code, with LMS integration. Held target 72–90 Hz on Quest via stereo rendering, GPU instancing, draw-call discipline, and custom shaders. - Shipped a cross-platform C++ computer vision core with GPU-accelerated pipelines for real-time 6DOF tracking. - Built the FormulaXR Education stack: Unity-based authoring SDK + Blazor WebAssembly / ASP.NET Core, powering browser-based science mini-games. - Led engineering teams of up to 11 across the full lifecycle. ##### Unity Developer & Lead (2016 – 2020) - Engineered the multiplayer Virtual Classroom (2016) for São José dos Campos City Hall: HTC Vive trackers wired to physical movable chairs, custom VR interaction toolkit + VoIP. - Led OrtoVR (2017–2018), Unity-based orthopedic VR surgical training, presented at Feira Hospitalar 2018. - Built the surgical interaction system for Hospital BP (2019): scalpel cuts, scissors, suturing, forceps + spatula, plus robotic arm I/O. - Delivered the .STEP-to-Unity CAD importer through the 2018 Samsung Creative Startups program, later became XRProj's CAD pipeline. ##### Unity Developer (2015 – 2016) - Co-founded FormulaXR and built the early production pipeline. R&D-heavy stage, small team. - Built the Dupont VR experience for the Next Generation Dupont event. - Built the early driving-simulator R&D prototype for GE (Logitech G27 wheel-and-pedals hardware integration). #### Freelance Game Developer (2019 – 2024) - **Truco Animado** (Unity, 2019): Brought in to add real-time multiplayer to an existing single-player title (1M+ Google Play downloads). Built the full networking, matchmaking, and lobby stack, plus the gameplay refactors needed to support online sessions. - **Fox Trot** (Unity, WebGL, 2023): Endless runner. Performance optimization plus core gameplay (obstacles, collectibles, daily rewards). Playable on itch.io. - **Rick Dangerous** (Unity, Corgi Engine, 2023): Platformer gameplay programming. Playable on itch.io. - **VR Basketball** (Unreal 5, Meta Quest 2, 2024): Built the full VR interaction layer (grab, throw, hand presence, physics-driven ball handling) using C++ for core code + Blueprints for authoring 3 game modes. Tech stack: Unity, C#, C++, Unreal Engine, PlayCanvas (TypeScript), FishNet, Photon PUN, Roslyn, Mono.Cecil, ASP.NET Core, Quest, iOS, Android, PC, WebGL ### Technical Skills - **Gameplay Programming**: Player interaction systems (VR + desktop), character & vehicle controllers, physics-driven mechanics, scoring & objective systems - **Real-Time Multiplayer**: FishNet, Photon PUN, custom RPC weaving (Roslyn + Mono.Cecil), state replication, ownership semantics, asymmetric multiplayer (VR + desktop) - **Engine & Tools**: Editor windows, custom inspectors, source generators, IL post-processing, Asset Bundles for live content, custom shaders - **Architecture & DI**: Dependency Injection (VContainer, Zenject), modular component patterns - **Performance**: Stereo VR (Quest, 72–90 Hz), high-end mobile profiling (Frame Debugger, RenderDoc, OVR Metrics), draw-call & GPU optimization - **Engines**: Unity (primary), Unreal Engine (C++/Blueprint), PlayCanvas - **Programming**: C#, C++, TypeScript, JavaScript, Java - **Computer Vision**: Markerless 6DOF tracking (silhouette, edge, depth), GPU-accelerated CV pipelines, native C++ runtime - **Platforms**: Meta Quest, iOS, Android, PC, WebGL, HoloLens - **Reality**: VR, AR, MR, XR, Spatial Computing - **Backend**: ASP.NET Core, Blazor WebAssembly, real-time client-server communication, LMS integration - **Physics & Animation**: Obi Physics (rope, cable, soft-body simulation), state machines, IK, procedural animation blending, hand-tracked rigs ### Game Development - C++ gameplay in Unreal Engine 5: built the full VR interaction layer (grab, throw, hand presence, physics-driven ball handling) for VR Basketball on standalone Meta Quest 2, no Blueprints - Real-time multiplayer rewrite for Truco Animado, an established mobile card game on Google Play (networking layer, matchmaking, lobby) - Multiple Unity titles across genres: 2D multiplayer platformer (Mercenary Rush), Donkey Kong 2 remake, Rick Dangerous remake with a junior team I mentored, endless runner (Fox Trot), educational adventure (Sanja Runner) - Custom Unity tools on the Asset Store (Pivot Editor) - Currently working on an independent title for 2026 ### Key Projects - **XRProj** (xrproj.com): Multi-platform XR platform for industrial CAD visualization, collaboration, and content creation. Ships to Quest, iOS, Android, PC, and the web from one Unity codebase. Used for aircraft assembly review, packaging inspection, and infrastructure walkthroughs. Cut client training time from 5h to 3h and inspection time from 2h to 1h. - **Virtua**: Interactive VR medical simulation for Becton Dickinson, on the Meta Quest Store and in active use across Brazil, Mexico, Colombia, Argentina, and Chile since 2021. Trains nurses on central venous catheter insertion. Originally a training product, later extended by the client into sales enablement and event activations. - **XRTracker** (xrtracker.net): Commercial Unity SDK for markerless 6DOF object tracking. Locks onto real-world objects directly from a 3D mesh using classical computer vision – no markers, image targets, or training required. 4–8 ms/frame on mobile, sub-centimeter precision. - **FormulaXR Education Platform** (formulaxr.com): Browser-based learning platform powering 40+ interactive science mini-games. Students drag atoms to build molecules, walk virtual ecosystems for food-chain lessons, explore an interactive periodic table, and balance forces in physics puzzles. Each mini-game is a full title with its own mechanics and scoring. - **Virtual Classroom**: Multiplayer VR education for São José dos Campos City Hall (2016). Sessions of up to 11 users (teacher + 10 students) with HTC Vive trackers wired to physical movable chairs. Built before Unity's XR Interaction Toolkit shipped – foundation of my multiplayer stack. ### Education **B.Sc. Computer Science — IBTA** (2011 – 2015) Instituto Brasileiro de Tecnologia Avançada ### Languages - Portuguese: Native - English: Fluent (C1) --- ## Projects Projects are tagged so they can appear under multiple categories on the live site. Tabs available: All, Games, Serious Games, Event Activations, Tools & SDKs. ### FormulaXR ### XRProj *Tags: tools-sdks* **XRProj** is a multi-platform real-time 3D platform that ships from one codebase to Quest, iOS, Android, PC (VR), HoloLens, and the web. Published on the **Meta Quest Store, Apple App Store, and Google Play**, in production since 2019. I've been the Lead Developer and Architect from day one, with the project under long-running continuous development. Used in production by **Embraer** (aircraft assembly review on Quest), and by **Nestlé, Ball Corporation, and Aegea** for collaborative 3D review and assembly validation. Distribution is enterprise/B2B rather than consumer, but the apps have been live on every major mobile and VR store since 2019. Key contributions: - Led the architecture from concept to production - The web target is a hand-built **PlayCanvas/TypeScript** port of the Unity client. Component-by-component, with a custom serialization layer that mirrors the Unity runtime. Written before LLMs existed; the mirroring was the slow part - Real-time multiplayer, originally on Photon PUN, later migrated to a custom FishNet layer with **Roslyn source generators and Mono.Cecil IL post-processing** that preserves SyncVar/RPC/ownership semantics (shared with Virtua) - Performance optimization for Quest (stereo, 72–90 Hz) and high-end mobile (iOS, Android) - Native CAD-to-runtime model conversion pipeline (CAD and polygon formats) - Backend services in ASP.NET Core - Led cross-functional teams across the full lifecycle Learn more at xrproj.com (https://www.xrproj.com) --- ### XRTracker *Tags: tools-sdks* **XRTracker** is a commercial Unity SDK for markerless 3D object tracking. 6DOF pose estimation with sub-centimeter precision. No scanning, markers, or cloud training required. Other developers drop it into their own Unity projects. Built ground-up with a **native C++ computer vision core and GPU-accelerated rendering**. Runs at **4–8 ms per frame on mobile**. Three tracking algorithms (silhouette, edge, depth) can be composed for robustness in low-light and low-contrast environments. Key features: - Native C++ runtime + GPU pipelines, integrated as a Unity SDK - Three composable tracking algorithms (silhouette, edge, depth) - In-editor authoring tooling: tracking model generation from any 3D mesh (FBX, OBJ, glTF) directly in the editor, with no-code setup through the Inspector - Cross-platform: Windows, iOS (ARKit), Android (ARCore) - Designed for Industry 4.0: Poka-Yoke workflows, assembly guidance, and task validation Visit xrtracker.net (https://xrtracker.net) or read the documentation (https://docs.xrtracker.net) --- ### Virtua — Interactive Medical Simulation *Tags: serious-games* **Virtua** is an interactive VR medical simulation developed for **Becton Dickinson (BD)**. Nurses put on a headset and practice central venous catheter insertion in VR before doing it on a real patient. **Published on the Meta Quest Store**, in production since 2021 across **Brazil, Mexico, Colombia, Argentina, and Chile**. Distribution is B2B rather than consumer, but the app has been live on the store and in active use for over 5 years. It started as a PC + Oculus Rift project (Quest 2 didn't exist yet, and earlier Quest hardware wasn't good enough). Later I ported the whole thing to standalone Quest 2+. Both targets now ship from the same codebase: PC (with Rift or Quest 2+ via Link) and Quest 2+ standalone. The bulk of the engineering was the interaction layer. Hand-tracking gestures map to grabbing equipment, with the gesture input blended into procedural animations so the grip looks and feels natural rather than mechanical. Catheter tubing has its own physics-driven cable system. Nurses operate an ultrasound device to locate the vein, do the needle puncture (*puncionamento com agulha*), and assemble the catheter kit piece by piece. Wherever I could, components are interactable rather than scripted. Above the interactions, there's the **objective system**, a step-by-step procedure builder. Non-engineers can author training sequences without touching code, and a configurable scoring pass grades each action in real time. In 2024, the client needed the online multiplayer to also work locally without internet, and Photon's licensing costs for industry use were prohibitive. I **migrated the entire networking layer from Photon to FishNet**. To minimize risk in a large production codebase, I built a **compatibility layer on top of FishNet** that preserved the same architecture and API surface (SyncVars, RPCs, and ownership semantics all behaved identically to the original Photon implementation). This required **Roslyn source generators** for RPC method scaffolding and **IL post-processing** (Mono.Cecil) to rewrite RPC call sites at compile time. Key contributions: - Interaction layer: gesture grabs with animation blending, catheter cable physics, ultrasound, needle puncture, component-level catheter assembly - PC + Rift to Quest 2+ standalone port, single codebase for both targets - Step-by-step objective/procedure system for non-engineer authoring - Configurable scoring evaluator - Runtime content loading via **Asset Bundles** - Photon to FishNet networking migration with a custom RPC-weaving compat layer (Roslyn codegen + Mono.Cecil IL post-processing) - LMS integration for trainee progress and certification --- ### FormulaXR — Educational Portal *Tags: games, serious-games* A web platform hosting **40+ interactive science mini-games** built in Unity. Students drag atoms to build molecules, walk through a virtual ecosystem to learn about food chains, explore an interactive periodic table, balance forces in physics puzzles, and so on. Each one is a small playable title with its own mechanics, scoring, and objectives. I architected the **shared Unity SDK** that all 40+ titles are built on: interaction primitives, scoring, objective tracking, and a WebGL communication bridge that talks back to the portal in real time. I also built the web portal itself, full-stack, in ASP.NET Core and Blazor WebAssembly (student accounts, progress tracking, scoring, reporting). Key contributions: - Shared Unity SDK powering all 40+ mini-games (interaction primitives, scoring, objectives) - WebGL-to-portal communication bridge for student progress and scoring - Full-stack web portal (ASP.NET Core + Blazor WebAssembly) - Student tracking, scoring, and reporting Visit formulaxr.com (https://formulaxr.com) --- ### OrtoVR — Surgical Training *Tags: serious-games* **OrtoVR** is a surgical VR training title built for **Ortosíntese**, a Brazilian orthopedic company. Surgeons put on a headset and practice placing implants and handling surgical instruments in VR before entering the operating room. Featured as a key demonstration at a major healthcare fair in 2018. Key contributions: - Set up the full project structure - Step-by-step **objective system** for guided procedure progression - Refined a custom VR interaction layer for precise instrument handling - Real-time multiplayer for collaborative training sessions --- ### VR Surgery — Hospital BP *Tags: serious-games* A **proof-of-concept** for **Hospital Beneficência Portuguesa de São Paulo (BP)**, among the world's best hospitals for seven consecutive years. The surgeon wears a VR headset and drives a real robotic arm through simulated procedures. Hand movements in VR, real arm in the room, in sync. Most of my time went into the **surgical interaction system**: scalpel incisions through skin, scissors cutting vessels, suturing, fat removal with forceps and a spatula together. Each tool has its own physical behavior, with the goal that procedures feel like the real thing instead of triggered animations. Key contributions: - Surgical interaction system: scalpel incisions, scissor cutting on vessels, suturing, forceps + spatula fat removal - Hardware drivers for the robotic arm (custom peripheral I/O) - VR interaction layer and UI - Refactored and stabilized the existing codebase --- ### Forklift Safety Training *Tags: serious-games* A **VR forklift simulator** for **Nestlé**. Before driving a real forklift in the warehouse, operators put on a Quest headset and go through the safety steps: pre-operation inspection, environment awareness, load handling. Each step is scored in real time and the result is reported back. Built in Unity for standalone Meta Quest. Key contributions: - Full development of the simulator - Real-time scoring with step-based progression - **Vehicle physics and controls** tuned for VR - Performance optimization for standalone Quest (stereo, 72 Hz) --- ### Industrial Painter Simulator *Tags: serious-games* Multi-user simulation of an industrial painting machine, built for a major multinational corporation. One person wears a VR headset and walks around the virtual machine while teammates on their laptops observe and annotate from a desktop client. **Both share the same world in real time**, with different inputs and views per role. Key contributions: - Full development of the codebase - Real-time multiplayer with simultaneous VR and desktop participants - Layer system and animation logic for the painting machine - Cross-platform client (VR headset + non-VR desktop) from a single codebase --- ### Virtual Classroom *Tags: serious-games* A **multiplayer VR classroom**, built in collaboration with the City Hall of São José dos Campos, Brazil. Students wearing VR headsets join the same virtual classroom from different locations and attend interactive lessons together. This is also where my reusable **VR interaction layer and networking code** first came together. Most of my later VR projects still build on what I wrote here. Key contributions: - Extensible VR interaction layer (teleportation, object manipulation) reused across later projects - Modular multiplayer layer designed for easy extension - Performance work for smooth multiplayer sessions --- ### Hyundai — VR Archery *Tags: games, event-activations* A **VR archery game** developed for **Hyundai** as a brand activation at the 2017 Auto Show (*Feira do Automóvel*). Visitors at the Hyundai booth put on a headset, grabbed a controller like a bow, and competed in an archery challenge. Key contributions: - Full development of the VR game - Archery mechanics and physics for VR controllers - Event-ready experience optimized for booth demonstrations --- ### VR Racing Game *Tags: games, event-activations* A **VR racing game** developed for a Brazilian motorized wheelchair company and showcased at **Rock in Rio 2017**, one of the world's largest music festivals. Festival-goers sat in the wheelchair, grabbed the handlebars, and raced each other on a virtual track. A key challenge was integrating an **HTC Vive Tracker** mounted on the wheelchair's handlebar. The tracker captures the real steering input and maps it directly to the in-game vehicle controls. Key contributions: - Integrated HTC Vive Tracker for real-world handlebar-to-game steering input - Customized Unity's vehicle physics system for wheelchair-based controls - Implemented multiplayer racing for competitive on-site play --- ### Sanja Runner *Tags: games* **Sanja Runner** is an educational 2D adventure game developed in 2016 for the city of São José dos Campos, Brazil. Players run through five levels based on real tourist landmarks (Parque do Banhado, Parque Vicentina Aranha, and others), collecting scrolls with educational content and answering quizzes along the way. Built for PC and Android, the game features a content management system that lets educators customize scrolls and quiz questions through a web interface, making it adaptable for different subjects and learning goals. --- ### Wind Tunnel — Samsung Creative Startups *Tags: serious-games* Multi-user wind tunnel simulation developed during FormulaXR's participation in the **Samsung Creative Startups (https://news.samsung.com/br/samsung-creative-startups-divulga-12-startups-selecionadas-para-a-4a-rodada-do-programa-de-aceleracao)** investment program (2018). Fluid dynamics created in **Maya**, visualized as a **multi-user experience in Unity**. I developed the **Unity visualization and networking**. --- ### DuPont — VR Product Tour *Tags: event-activations* VR city tour shown at **DuPont**'s internal event **"Next Generation DuPont"** (3 days, **800+ attendees**). Users explored a virtual city highlighting DuPont products in everyday environments. Built on the **Oculus DK2**; I did **full development** of the VR experience. --- ### Ortosíntese — Feira Hospitalar 2019 *Tags: event-activations* **Unreal Engine** VR product showcase for **Ortosíntese (https://ortosintese.com.br/)**, presented at **Feira Hospitalar 2019** (largest healthcare trade fair in Latin America). I developed the **VR navigation and basic interactivity** for exploring their orthopedic equipment catalog. --- ### Climatempo — VR Experience *Tags: event-activations* VR experience presented at the **RM Vale 2016** event for **Climatempo (https://www.climatempo.com.br/)** and **Kersys**. I did **full development** of the application. Interactive scenes let users explore weather and environmental data in VR. --- ### Casa do Fitness — VR Showroom *Tags: event-activations* **Unreal Engine** VR showroom for **Casa do Fitness (https://www.casadofitness.com.br/)**, a Brazilian fitness equipment retailer. I developed the **VR navigation and interaction system** within the environment built by the art team. --- ### Freelance ### VR Basketball *Tags: games* **VR Basketball** is a freelance VR title built in **Unreal Engine 5 with C++** for standalone **Meta Quest 2**. You reach out, grab the ball, throw it, and the ball curves and spins realistically. **Everything is in C++, no Blueprints.** I wrote the VR interaction layer myself in C++: hand presence, grab mechanics, physics-driven ball throwing, scoring loop. Everything runs natively on the Quest 2 with no PC required, on a standalone-mobile frame budget. Key highlights: - C++ VR interaction layer (grab, throw, hand presence) - Physics-driven ball handling with realistic trajectory and spin - Scoring loop with multiple court positions - Optimized for standalone Meta Quest 2 (stereo, 72–90 Hz) --- ### Truco Animado — Multiplayer Rewrite *Tags: games* **Truco Animado** is an established mobile card game on Google Play (Truco is one of Brazil's most popular card games). I was brought in as a freelancer to **architect and ship the real-time multiplayer rewrite** on top of an existing single-player codebase that already had a large player base. My scope was specifically the networking layer, not the game design or content. After the multiplayer milestone shipped I handed the code back. The game's existing popularity on Google Play predates my work and stands on its own. Key contributions (multiplayer rewrite only): - Architected and implemented the real-time multiplayer networking layer - Developed the matchmaking and lobby system - Refactored core gameplay systems where required to support reliable online play Available on Google Play (https://play.google.com/store/apps/details?id=br.com.delotech.trucoindie) --- ### Rick Dangerous — Remake *Tags: games* A remake of the classic arcade game **Rick Dangerous**, developed as a freelance mentorship-driven project where I guided a team of junior artists and developers through the full game development process. Key contributions: - Led and mentored a team of junior developers and artists - Established workflows and taught fundamental game development skills - Built the character system, trap mechanics, and NPC behaviors - Created reusable prefabs and tilemaps for level designers Playable in the browser on itch.io (https://luizcarlosfx.itch.io/rick-dangerous) --- ### Fox Trot *Tags: games* **Fox Trot** is an endless runner game built for WebGL. Brought in as a freelancer to optimize performance and develop the core gameplay systems including obstacle, collectible, and daily reward mechanics. Key contributions: - Optimized the project for smooth WebGL performance - Developed core gameplay systems (obstacles, collectibles, daily rewards) Playable in the browser on itch.io (https://luizcarlosfx.itch.io/foxtrot) --- ### Personal ### Pivot Editor *Tags: tools-sdks* **Pivot Editor** is a Unity Editor extension published on the Unity Asset Store that allows developers to visually edit mesh pivot points directly in the editor using handle-based controls. Key contributions: - Designed and built the custom Editor Window - Implemented pivot manipulation logic with visual handles - Published and maintained the asset on the Unity Asset Store Available on the Unity Asset Store (http://u3d.as/kT1) --- ### Purge All Heroes *Tags: games* **Purge All Heroes** is a tactical turn-based RPG with grid-based combat, built in **Unreal Engine** on the Angelscript branch. I joined an online community-collaborative team mid-development and rebuilt the combat system from scratch. The team had a Blueprint-only combat prototype that wasn't holding up. I moved the project to **Hazelight's Unreal-Angelscript branch** and rebuilt the combat system from scratch on top of Unreal's **Gameplay Ability System (GAS)**. The technically interesting piece: GAS is built around time-based gameplay effects (durations in seconds, periodic ticks at fixed intervals). For a turn-based game, that whole model needs to translate to discrete turn ticks, with every effect duration, periodic application, and stacking rule re-expressed in turn counts instead of timers. A second core decision was the architecture for designer extensibility. Most game logic fires **events** at the meaningful trigger points (ability cast, effect applied, turn started, hit landed, and so on), and the designer hooks into those events from Blueprint. The Angelscript core stays clean; the design side gets full extensibility without going through engineering for every tweak. Key contributions: - Rebuilt the combat system from scratch in Angelscript on top of Unreal's Gameplay Ability System (GAS) - **Adapted GAS for turn-based gameplay**: effect durations, periodic ticks, and stacks driven by turn counts instead of seconds - Grid-based movement for player and enemies - Enemy AI built on Unreal's **Behavior Tree**, deciding movement, targeting, and triggering of complex abilities each turn - **Event-driven architecture**: trigger points exposed throughout the combat flow so the designer can hook custom logic in Blueprint without touching the Angelscript core - Designer-friendly Blueprint Interfaces over the Angelscript core - Mentored the game designer on GAS during development The project is currently on hold; revisiting it in the future is on the roadmap. --- ### Mercenary Rush *Tags: games* **Mercenary Rush** is a 2D multiplayer platformer developed as a capstone project during my Computer Science degree. The project pushed me hard on real-time networking, Unity's Mecanim animation system, and custom editor tooling. Key contributions: - Built a responsive 2D platformer character controller - Implemented real-time networking for fast-paced multiplayer gameplay - Created custom editor tools (inspectors, windows, menus) for rapid iteration --- ### Donkey Kong 2 — Clone *Tags: games* A love letter to my childhood favorite, a faithful recreation of **Donkey Kong** built in Unity. With no dedicated artist on the team, I collected sprites from community resources and built custom editor tools to streamline the asset pipeline. Watch the development playlist on YouTube (https://www.youtube.com/playlist?list=PLedBjvIQnDOFqD_1fc-kaYi6rJwkAHIXX) Key contributions: - Built custom editor tools for sprite cutting and positioning from raw spritesheets - Developed a 2D character controller with dual playable characters - Created collectible, damage, and NPC systems --- ## Contact Available for remote engineering roles in games, XR, simulation, and interactive 3D in general. - Email: luizcarlos.sfx@gmail.com - LinkedIn: https://www.linkedin.com/in/luizcarlosxr/ - GitHub: https://github.com/luizcarlosfx - Discord: luizcarlosfx