Gareth Aguilar


AI Programmer - C++ Gameplay Engineer

Prototypes / Contributions


Unreal Engine 5

Survival Simulation

Built using Unreal Engine's new data oriented architecture called Mass.
- Design artificial intelligence that can compute thousands of entities in the world.
- Implement Instanced Static Meshes using baked vertex animation for efficient agent visualization.
- Program state tree tasks and evaluators to create 'worker' AI.

Unreal Engine 4

Turn-based RPG

Role playing project built using Unreal Engines Gameplay Ability System
- Implement traits and properties for characters in C++
- Program ability-based attacks through Blueprints
- Design turn-based system for use with GAS

Unreal Engine 4

Multiplayer Squib Game

Competitive action game using Unreal's replication and RPC system. Lobbies and sessions setup through Epic Online Services.
- Implement actions/abilities using RPC's to maintain server security.
- Program lobby system using both EOS and Steam to connect users through cross-play

Unreal Engine 4

Spatial Inventory Plugin

Inventory system built using UMG, Blueprints, and C++. Inspired by Resident Evil 3.
- Design drag-drop inventory which supports items of any size.
- Implement quick-swapping to move items between two separate inventories.

Unreal Engine 4

Interaction System Plugin

Interaction / Inventory plugin built using C++
- Design component-based interactions to support modularity.
- Implement usables, consumables, readables, and throwable items for various scenarios.

Projects


all Unreal EngineUnityGame Maker
In-ProgressCompleted
Unreal Engine 4

Sticky Finger Sneak

Built using Unreal Engine's Perception Component and EQS to simulate realistic AI
- Implement spatially aware AI with sight and hearing capabilities
- Design and Program grid-based inventory system
- Implement lockdown state which alerts nearby enemies of the players location

Unreal Engine 4

Spooky Project

Modular project built using a variety of self-developed plugins
- Program modular interaction and inventory systems that can be used in a wide variety of genres.
- Design decoupled UI elements so systems do not directly reference them, reinforcing the idea of modular coding.
- Develop basic light sensing system to determine visibility of player and points in the world.

Game Maker Studio

Dog Game

Built with Game Maker Studio 2 using new systems like the Sequence designer and external API's
- Implement turn-based battle system that can manage multiple enemies and minigames.
- Program custom save-system that only stores specified variables from defined instances in the world
- Implement external APIs into the project to speed up development such as the text box system

Unity 3D

Death Splat

Built using C# over the span of one weekend. Designed, led, and programmed core gameplay features.
- Developed points system based on player velocity, airtime, and damage taken.
- Implemented smooth and responsive player movement through the use of forces in Unity's physics system.
- Lead a team of 4 and assigned tasks to each teammate to ensure work was distributed appropriately.

Unreal Engine 4

The Last Gasp

Built with Behavior Trees, Environment Query System, and Blueprints
- Developed enemy artificial intelligence through the use of Behavior Trees and the Environment Query System (EQS).
- Designed Navigation Queries to support spatially aware AI. Allowed enemies to keep a safe distance from the player.
- Programmed custom decorators and tasks to meet requirements for combat-ready AI. Supported ranged and melee attacks.

Unity 3D

Butcher

Built with Unity3D using built-in UI designer, C# components, and scriptable objects
- Designed and programmed interaction system and allowed designers to implement new items seamlessly through the use of scriptable objects.
- Implemented PSX-inspired inventory system using C#.
- Programmed flexible UI system that prevented overlapping UI buttons and elements

Unreal Engine 4

Dodge Z Ball

Built with Unreal Engine using UMG, C++, and Git for source control
- Implement responsive ball throwing through instant-feedback UI and interpolated ball movement
- Programmed dash mechanic through C++, ensuring dash position was always valid by capsule tracing in direction of movement.
- Collaborated with teammates across the world using Git and C++ to avoid merge conflicts.

Unreal Engine 4

Sanity Not Included

Used Unreal Engine Blueprint scripting, Behavior Trees, and Perception System
- Develop balanced AI that allowed the player to hide in dark areas and be fully visible in areas with light.
- Responsible for developing interactables and puzzles throughout the dungeon level.
- Coordinated tasks between team members to ensure smooth workflow and prevent merge conflicts.

Unreal Engine 4

Beast Arena

Built with UE4 UMG, Blueprints, Behavior Trees, Drag-n-Drop system
- Implemented reactive boss AI that performs attacks based on the location of the player.
- Developed fast paced combo fighting system through the use of Blueprints.
- Designed and programmed drag-n-drop inventory system by taking advantage of built-in Blueprint functions.

Game Maker Studio

Hot Bots

Built with Game Maker Studio using custom systems and integrated networking capabilities.
- Implement grid-based state machine AI that destroyed barriers and avoided obstacles
- Programmed AI that would actively strafe-dodge to avoid bullets or projectiles
- Develop proof-of-concept multiplayer system using TCP protocol through a server/client infrastructure.
- Implement data-based weapon system to rapidly implement new guns to the arsenal.

About


I am a software engineer with experience using Unreal Engine, Unity, and Game Maker. I've developed multiple projects through a combination of Unreal's Blueprints, C++, C#, and Game Maker Language. 

Initially, I created games during my free time, I am now seeking to expand my knowledge and break into the game development industry. During my downtime, I gather  inspiration for my projects by playing videogames such as Valorant, Dead By Daylight, and Apex Legends.

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