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.
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. |
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.
| 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 |
| 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.
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.


