Filipe Rodrigues
I’m a software engineer that draws inspiration from loud music, thought-provoking arthouse films, and the quirky charm of B-movies. I have a special interest in the blend of art and technology to craft meaningful interactive media experiences.
I view myself as a versatile coder fueled by passion rather than paychecks. My approach to problem-solving is rooted in a balance of creativity and pragmatism, with unwavering commitment to precision and meticulous attention to detail throughout the entire project lifecycle—from the initial conceptualization to the final code abstraction.
| Where it all began
My passion for technology ignited at a young age, around five years old, when I caught a glimpse of Super Mario running in the window of an electronics store. There, I first encountered a (counterfeit) NES, complete with the iconic Super Mario Bros., the mythical Duck Hunt, and the stressful Contra.
One of the most cherished memories of my childhood remains the day I beat Contra. On that unforgettable day, after hours of grappling with the pointy gamepad, the power adapter dangerously heating up the carpet, and my retinas feeling like they might detach at any moment, I finally vanquished that otherworldly, alien-infested heart boss thingy. As the end credits rolled, it was an enchanting sight that left an unforgettable mark.
| More recently
The COVID-19 pandemic led me down an unexpected path: the birth of my game dev alter ego, SUBTALES, kickstarting my solo game dev journey. I'm now pouring my creativity into my debut title, Gloomy Juncture.
Gloomy Juncture is the haunting tale of a mundane person about to meet his fate in a peculiar world. A fully voice-acted, unique hand-drawn 3D world, with gripping enigmas, items to collect, notes to take, and environmental puzzles to solve. Think hopelessness of REQUIEM FOR A DREAM, unease and obsession of VERTIGO and fever of SUSPIRIA.
For more details:
🕹️ subtales.studio
✏️ Gloomy Juncture on Steam