Sobre
I'm a game programmer fascinated about the sensation of playing a game, and focused on…
Contribuições
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Here's how you can network effectively as a mid-career game developer to advance your career.
All ends int networking. In facts, you want people to know about your craft and show them that you are getting better everyday. Is there any best place than social media to reach the largest amount of people at the same time? Any social media is great to showcase your work, for me Instagram helped me so much with my personal projects, even if not too many people from the industry saw them, because I could get a lot of feedbacks from family and friends. And, whenever I feels comfortable about how the project was, I post it on twitter (always using hashtags) to it gets more visibility. Social media is your best friend when we talk about spreading our project to the world. But with great powers, comes great responsibilities.
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Your team is divided over programming languages for a project. How can you unite them towards a common goal?
Besides the coding itself, the whole team must sit together and, primarily, understand what the problem really is about. After that, the team must decide how they're gonna approach that specific problem to solve it. All this can happens without a single line of code being written.
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Here's how you can foster successful collaboration between game developers and artists.
Not only applied to the development of the game itself, set some clear goals could be really helpful with our career as well. Define what you want to reach next on your career is great to keep track of your progress and keep your confidence up about yourself and your work. This tip applies to all areas, basically. A really nice way to keep track of this, is to make notes about your work, weekly. Highlighting the things you learnt and applied on projects. Just be careful to not say too much 😅
Atividades
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💻 Nova plataforma para testes de código C/C online: "Run, Coliru!". Post em português e inglês disponível abaixo…
💻 Nova plataforma para testes de código C/C online: "Run, Coliru!". Post em português e inglês disponível abaixo…
Caio Aguiar gostou
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This week i got the good surprise of having one of my artwork showing up on Artstation’s trending page!! https://lnkd.in/d5ivCVrm
This week i got the good surprise of having one of my artwork showing up on Artstation’s trending page!! https://lnkd.in/d5ivCVrm
Caio Aguiar gostou
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Finally found some time to color this piece! https://lnkd.in/ezQXzTn2
Finally found some time to color this piece! https://lnkd.in/ezQXzTn2
Caio Aguiar gostou
Experiência
Formação acadêmica
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Cesupa - Centro Universitário do Estado do Pará
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Atividades e grupos:Project Manager at NIEJ and member of the Information Security Group
Licenças e certificados
Experiência de voluntariado
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Volunteer
Cesupa - Centro Universitário do Estado do Pará
- 2 meses
Ciência e tecnologia
Engineering Week 2019 was a event focused on engineering and happened on CESUPA organized by CAENC. It counts with workshops and presentations about all themes that engineering can reach: it went from programming, passing through financial market, all the way to agribusiness.
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Project Manager
Cesupa - Centro Universitário do Estado do Pará
- 1 ano 5 meses
Infantil
Project Manager on "Crer&Ser" at NIEJ.
Cursos
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The Ultimate Guide to Game Development with Unity 2019
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Unreal Engine 5 C The Ultimate Game Developer Course
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Projetos
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Space Invaders Clone
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Simple clone from the popular arcade Space Invaders.
Made in C using OpenGL, this project was made to study and apply the OpenGL library in a real project. On this, I was able to handle a bunch of challenges on the C/C development, such as: add new libraries, setup the environment and file management. In addition, the learning curve to use OpenGL was a little steep at the beginning, but got way simpler with time.
At the end, I've worked on the following features:
-…Simple clone from the popular arcade Space Invaders.
Made in C using OpenGL, this project was made to study and apply the OpenGL library in a real project. On this, I was able to handle a bunch of challenges on the C/C development, such as: add new libraries, setup the environment and file management. In addition, the learning curve to use OpenGL was a little steep at the beginning, but got way simpler with time.
At the end, I've worked on the following features:
- Implement player controls
- Projectile behavior
- Collisions
- Game loop
- Sound effects
- Particle system
- Post processingOutros criadores
Idiomas
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Inglês
Nível avançado
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Português
Nível nativo ou bilíngue
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