
Over a two-month period, contributed to the GameDevTecnico/cubos-demo and cubos repositories by building gameplay and asset management features using C++, JSON, and 3D math. Developed a dynamic camera follow system through a plugin-based approach, enhancing player tracking and scene visibility while streamlining asset-driven scene composition. Integrated new car assets and metadata to improve scene management and asset workflows. In the cubos repository, implemented an asset UUID generation workflow via a command line tool, ensuring unique identification and traceability for asset meta files. Focused on scalable architecture, robust file system operations, and idempotent build processes to support reliable game development pipelines.
June 2025: Delivered Asset UUID Generation via Quadrados Import Command for the cubos repository, introducing an import workflow to generate unique UUIDs for asset meta files and ensuring idempotent behavior by skipping creation when a meta already exists. This enhances asset management, traceability, and downstream pipeline reliability.
June 2025: Delivered Asset UUID Generation via Quadrados Import Command for the cubos repository, introducing an import workflow to generate unique UUIDs for asset meta files and ensuring idempotent behavior by skipping creation when a meta already exists. This enhances asset management, traceability, and downstream pipeline reliability.
May 2025, GameDevTecnico/cubos-demo: Focused on improving gameplay visibility and asset-driven scene composition. Delivered a dynamic camera follow system via a camera-follow plugin and updated scene configuration to enable smooth player tracking. Introduced a new car asset with supporting scene metadata and ground collider metadata, enabling richer scene composition and better asset management. These changes enhance player experience, streamline scene setup, and demonstrate a scalable, plugin-based approach to camera and asset integration.
May 2025, GameDevTecnico/cubos-demo: Focused on improving gameplay visibility and asset-driven scene composition. Delivered a dynamic camera follow system via a camera-follow plugin and updated scene configuration to enable smooth player tracking. Introduced a new car asset with supporting scene metadata and ground collider metadata, enabling richer scene composition and better asset management. These changes enhance player experience, streamline scene setup, and demonstrate a scalable, plugin-based approach to camera and asset integration.

Overview of all repositories you've contributed to across your timeline