🎮 Game Programmer 📍 Montréal/Canada
📩 LinkedIn: https://www.linkedin.com/in/louis-gauvin/
📩 Email: lpgauvin36@gmail.com
Genre: Turn Based Strategy (SDL_Library, C++, Design-Patterns)
Status: Work In ProgressThis game is developed in C++ using the SDL 3.4 library, where I'm coding every aspect of the game from scratch.I focused heavily on using Design Patterns to ensure a modular system, optimized performance, and clean game logic.
The game is inspired by Total War genre and For Honor
All Mechanics I've Implemented (Click to open)
- Tile Map / UI - Camera Movement2D Models (Click to open)
- Tile Map
- UI Elements
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Genre: Shoot Em Up (SDL_Library, C++, Design-Patterns)
Status: Finished (3 months)This game is developed in C++ using the SDL 3.4 library, where I'm coding every aspect of the game from scratch.I focused heavily on using Design Patterns to ensure a modular system, optimized performance, and clean game logic.
The game is inspired by Chicken Invaders and Space Invaders 1978.
All Mechanics I've Implemented (Click to open)
- Architecture: Utilized Singleton, State, Observer, Object Pool and Command patterns to manage global systems, game states, and memory-efficient entity spawning. Added Steamworks SDK into the build
- Entity Logic: Developed a system for player movement and shooting system, meteor physics, meat physics, and deer behavior using optimized C++ classes.
- Wave & Meat System: Implemented a dynamic wave spawner and a Meat currency system to track player progression and rewards. Different Waves inside different Levels with each of them having a narrative Introduction.
- Economy & Loadout: Implemented a functional Shop system allowing players to purchase different weapons and shields to customize their progression.
- Technical Art: Modeled all sprites and integrated them into the SDL rendering pipeline for a cohesive 2D aesthetic.
2D Models (Click to open)
- Deer Shape
- Strawberries
- Meteor
- Meat
- Bullets/Shields
- Player Ship
- Missiles
- Heal Icon
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Genre: Sport (Unreal Engine, Maya, Mixamo, C++, Blueprints)
Status: Finished (2 months)This project focuses on developing custom gameplay mechanics in C++ within Unreal Engine to develop custom gameplay mechanics. I also simulate the movement of a stone realistically. The game is a unique blend of curling and combat. All assets including the stones, brooms, hacks, and houses were modeled in Maya 2025 by myself.
All Functions I've Implemented (Click to open)
- Character & Gameplay Systems: Designed and programmed character movement and camera, input handling, interactions, and emotes using a C++ and Blueprint hybrid approach.
- Game Logic & Rules: Implemented core gameplay rules and curling win conditions strictly in C++ for performance and reliability.
- Physics & Mechanics (C++): Developed custom physics for stone curling functions, launch power (impulse), and dynamic friction calculations.
- Software Architecture: Applied Object-Oriented Programming (OOP) principles, specifically Inheritance, to manage distinct behaviors for Red and Blue stones.
- Environment & Lighting: Created a dynamic Day/Night cycle and lighting system using Blueprints.
3D Models I've Made (Click to open)
- Curling Stones
- House Circles
- Brooms
- Hack
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Genre: 3D Camera Simulated of Total War Games (Unreal Engine, Blueprints)
Status: Finished (2 months)This prototype was made in Unreal Engine with Blueprints to develop and create a camera and the feel of a Total War game. I also simulate the click when the mouse is close to the character. This prototype has been a good base to learn more about the camera movement possibilities and the click on character mechanic.
This prototype is inspired by Total War : Rome 2
All Functions I've Implemented (Click to open)
- Advanced Camera System: Designed a top-down movement system including smooth panning, rotation, and zooming Zoom +/- functionality.
- Unit Selection: Programmed a character selection system where units become active and controllable only when clicked by the player.
- Edge Scrolling: Developed logic to detect the cursor's position on the viewport, triggering camera movement when the mouse hits the top, bottom, or side edges of the screen.
- Visual Feedback (UX): Implemented dynamic visual highlights and hover effects that trigger when the mouse cursor points at a character.
- Input Handling: Created a responsive control scheme tailored for tactical strategy games, ensuring fluid navigation across the battlefield.
Camera RTS/Total War – Gameplay
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Status: Finished (4 months)
This project focuses on the high-quality creation of environment assets inspired by the Office of Red Dead Redemption. The goal was to create and implement the assets inside Unreal Engine , from modeling to engine optimization, ensuring assets are both visually stunning and performance-friendly.
My inspiration was Red Dead Redemption 2
3D Models I've Made (Click to open)
- Table
- Horse Hitching post
- Sheriff Office
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Genre: Hunting (Unreal Engine, Blueprints)
Status: Finished (3 months)This prototype was made in Unreal Engine 5 with Blueprints to develop a Day/Night cycle, deer and wolves with behaviour, and pick up/drop mechanic. It was interesting to see the different possibilities I could do with a different engine from Unity.
All Functions I've Implemented (Click to open)
- AI Behaviour: Implemented two distinct AI behaviors :
- (Deer): They move around with different animations. If they see the player they try to run away
- (Wolves): They move around and idle with different animation. If they see the player then they try to attack him.
- Combat & Interaction: Programmed a weapon pickup system and a projectile-based shooting mechanic.
- Environment System: Created a dynamic Day/Night cycle to enhance immersion and affect visibility during day and night.
- Game Menu and UI: Menu and options available
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Genre: Endless Runner (Unity, Mixamo, C#)
Status: Finished (4 months)This prototype was made with Unity, focusing on procedural level generation and character state management. The project has a smooth graphic design and a smooth player feedback loops.
All Functions I've Implemented (Click to open)
- Procedural Generation: Developed a modular system that dynamically spawns 3 possible map segments that I created as the player advances, making it an "infinite" gameplay loop.
- Performance Optimization: Implemented a cleanup logic to destroy past map segments has the player advance and generate not too far ahead to save performance.
- Character & Animation: Programmed the player movement left/right and integrated Mixamo animations for fluid transitions and death.
- UI & Game Loop: Designed a custom death menu and a scoring system that tracks player distance and coins.
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