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AndersonGACFilho/README.md

Anderson Gonçalves

Portfolio Unity Unreal Engine C# C++ Python MSc UFRGS itch.io LinkedIn

I am a gameplay programmer with a backend background, based in Porto Alegre. I build game systems in Unity and Unreal, the services that keep them running, and I research NPC behaviour in my MSc at UFRGS.

The research is about hierarchical planning and multi-objective reinforcement learning: how an NPC picks between several valid ways of carrying out a task, instead of following a priority order fixed in the editor.

Play something

Five prototypes run in the browser, with nothing to download: andersongacfilho.github.io/games

Game
The Invasion My first programming project, from the first semester of university. C++ with Allegro 5 and no engine. I rewrote it as object-oriented C++ and compiled it to WebAssembly, which is the version that runs in the browser.
Starlight Protocol 2D shoot'em up with inertial flight. The ship keeps drifting after you let go of the thrust, so it is easy to get yourself into trouble.
The Invasion: Reforged The same game rebuilt in Unity, to see how far the combat engine can be pulled out of the engine itself. What is playable is the AI test scene, with each enemy showing its current state on screen.
Enhanced Shots Shooting gallery where every target does something different. A four-person university project at UFG. I wrote the Lucky mode and the end of run screen.
Solar System 3D solar system simulation from a Coursera course on real-time 3D, with planet tracking and comets.

Research

htn-morl-agent takes on one specific problem. When a Hierarchical Task Network has more than one valid decomposition for the same task, something has to choose. A behaviour tree settles that by priority order, decided at design time. Here a multi-objective reinforcement learning policy ranks the methods the HTN says are applicable, under weights that shift with the goal and the current state.

Unity-HTN-Plugin is where that becomes a reusable plugin, for Unity first and Unreal after.

Other things I am building

Project
Modular Audio Pipeline Transcription with speaker diarisation, running on the local GPU, built as replaceable modules
Game Insight Game recommendation engine, with microservices in Go and Java
Ashvault First-person dungeon crawler for VR and flatscreen, still in design
Vampires (Don't) Bite Me Stealth horror from Global Game Jam 2026, theme Mask, being rebuilt as a Doom-like
RPG Character Sheet Manager Tabletop sheets where the ruleset is data rather than code. Spring Boot and Angular

GitHub

Contribution streak

Repositories per language Most used languages by commit

GitHub stats Commits by time of day

Where I have worked

Role Where When
Full-Stack Developer Econtrole, an ESG platform in FastAPI and Angular 2025 – present
AI and Games Researcher UFRGS 2026 – present
Software Engineer, AI Systems CEIA 2025 – 2026
Full-Stack Developer TOTVS Brasil Central 2024 – 2025
Game Developer, Unreal and C++ LabTIME / UFG 2024
Software Engineering Intern TOTVS 2021 – 2023

I also teach. I write and deliver the database, testing and integrative project units of the Programador de Sistemas course at Senac RS.

What I work with

Games. Unity, Unreal Engine 5, C#, C++, Gameplay Ability System, state machines, HTN and GOAP planning, behaviour trees.

Backend. Python with FastAPI, Java with Spring Boot, PostgreSQL, Redis, RabbitMQ, Docker. DDD and hexagonal architecture where the domain justifies it.

Research. Reinforcement learning, multi-objective optimisation, hierarchical planning, multi-agent systems.

Where to find me

Portfolio · LinkedIn · itch.io · andersonfilho09@gmail.com

Pinned Loading

  1. Ashvault Ashvault Public

    VR/Flatscreen dungeon crawler GDD focused on vertical exploration, systemic gameplay, recoverable risk, and emergent progression.

    1

  2. TheInvasionReforged TheInvasionReforged Public

    A 2D Unity/C# arcade shooter remake focused on rebuilding my first game with modern gameplay architecture, modular systems, improved game feel, enemy waves, upgrades and progression.

    C# 1

  3. The-Invasion-Game The-Invasion-Game Public

    A retro arcade space shooter built from scratch in C/C++ with Allegro, featuring player movement, shooting, enemy waves, collision, score and dynamic difficulty.

    C++ 2

  4. Vampires--Don-t--bite-me Vampires--Don-t--bite-me Public

    A Unity/C# 3D Doom-like survival stealth prototype about surviving a vampire-filled mansion using masks, inventory management and enemy disguise mechanics.

    ShaderLab 1

  5. Enhanced-Shots Enhanced-Shots Public

    Forked from rafaeljcoutinho/WMDG

    C#

  6. Game-Insight Game-Insight Public

    A smart recommendation engine that unifies your Steam, PlayStation, and Xbox libraries into a single profile. It analyzes your unique playtime and achievement data—not just genre tags—to provide tr…

    Go 1