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


Education
  • Ph.D. Course in Digital Media | Specialization in Technology and Human-Machine Interaction

    Faculty of Engineering of the University of Porto

  • Master in Informatics and Computing Engineering

    Faculty of Engineering of the University of Porto

  • Bachelor in Informatics and Computing Engineering

    Faculty of Engineering of the University of Porto


Experience
  • Software Engineer

    INESC TEC Porto

  • Android Engineer

    Thing Pink / 7egend

  • Assistant Professor

    Faculty of Engineering of the University of Porto

  • Entrepreneur / Software Engineer

    IT Startup Co-Founder: "Questtrip"


My Skills
Software Engineering 99%
Mobile Development 99%
Game Development 95%
Virtual and Augmented Reality 90%
Computer Graphics 88%

Areas of Expertise

Mobile Development

Crafting native mobile apps following the latest design guidelines, including custom animations and widgets, ensuring top performance on diverse devices. I employ fundamental computer science concepts, incorporating modern technologies and design paradigms such as MVC, MVP, and MVVM.

Software Engineering

Employing top methodologies (e.g., Scrum, XP), software paradigms (OOP, Functional Programming), and modeling languages (ORM, UML 2.0) from the requirements elicitation to continuous delivery. My approach involves meticulous architecture design, using the latest continuous integration techniques and tools.

Computer Graphics

In UX, NUI, or HCI, I consistently apply the industry’s best practices and use state-of-the-art algorithms. My toolkit spans from low-level APIs (e.g., OpenGL, WebGL) to high-level APIs (JavaFX, Three.js, Phaser) and engines like Unity. I'm skilled in 3D modeling, animations, rendering pipelines, geometry processing, shaders, image processing, and low level scene graph implementations.

Game Development

Games created by blending best practices, game and level design principles (e.g., Elemental tetrad, Bartle's taxonomy) with software engineering patterns like the Update, Game Loop, and Component Patterns, based on strong computer science fundamentals. My game development proficiency spans multiple platforms: PC (Unity and JavaFX), mobile (OpenGL ES and Unity), and web-based games (Phaser and WebGL).

Augmented Reality

My expertise ranges from complex low-level implementations (e.g., ARToolkit, OpenCV) to more streamlined tools (ARCore, ARKit, Vuforia, Unity). I'm skilled in various techniques, whether it's employing fiducial markers or markerless detection, developing IoT solutions with georeferenced data, or creating Mixed Reality experiences that span the entire reality-virtuality continuum.

Virtual Reality

Knowledge from full virtual reality setups (e.g., Oculus Rift, HTC Vive) to mobile-based solutions like the Google Cardboard. To develop native applications I use the OpenVR SDK, and, for web-based solutions, I'm skilled in WebVR. Additionally, I research HCI and NUI, integrating the best practices into UX and IxD to ensure optimal user experiences.

1820

Existential Crisis

25480

Cups of Coffee

18200

Hours on 9gag

My Research Blog