Roland Munguia
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Portfolio
Games

Arc Apellago
Engine & Gameplay Programmer
2019 - 2020

Traverse the sky in this open-air platformer featuring elegant, fluid movement and swift combat. Play as a mysterious assassin-like wielder of spirit energy to strike down enemies, restore the great guardian statue and return the land to the earth.

Arc Apellago was my sophomore year game project at DigiPen. It was a great learning experience and I enjoyed my time working on it!

Programmer responsibilities:

- Collaborated with game designers to implement player movement, player attacks, and enemy AI.
- Implemented game asset hot loading improving development pipeline efficiency by 100%. (Sprites, Animations, Textures and Shaders).
- Developed in-game resource management system using data serialization.
- Empowered artists with custom sprites and frame-independent animations systems.
- Developed shaders and visual effects improving game polish (Trees, bushes, damage filter, and parallax scrolling).

Other responsibilities:
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- Oversaw production through self-hosted GitLab repository, performed hiring processes and managed team using agile methodologies.

Platform: Windows/Linux
Engine: Custom
Language: ​C++
Team Size: 12 members
Development time: 8 months
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DeltaBlade 2700
Gameplay Programmer & Producer
2019

Fight as a Rogue Cyberpunk Ninja-Robot in DeltaBlade 2700: an Action-Packed, High-Energy, Competitive Local Multiplayer Brawler with Explosive, Fast-Paced Sword Combat... and Jetpacks.

Deltablade 2700 was developed during my second semester at DigiPen. It was an amazing experience to work with such a passionate team and see our game published on Steam!
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Programmer Responsabilities:

​- Implemented player movement, collision, hurt/hitboxes, and state machine.
- Developed 2D lighting and dynamic shadow mapping using GLSL and batched shadow data improving performance by 50%.
- Improved graphics quality of the project by implementing visual effects and shaders.
- Assisted in the completion of Steam’s technical requirements to publish the game.

Producer Responsabilities:

​- 
Oversaw game production with monthly sprint meetings throughout development.
- Coordinated production for programming, audio and art.
- Managed and shipped the project successfully through various milestones and deadlines (PAX, and Steam).

Platform: Windows
Engine: Custom 
Language: ​C
Team Size: 10 members
Development time: 8 months
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DeltaBlade 2700 at the 2019 DigiPen Arcade PAX West booth.

Gunslinger
Gameplay Programmer
​2018

Gunslinger is a reaction gun duel game that was developed during my freshman year at DigiPen Institute of Technology.

Responsibilities:
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- Developed frame-independent camera, and animation systems.
​- Implemented slow-motion game mechanics.
- Guided gameplay design, and directed game polish.
- Led sound effect implementation.
 

Platform: Windows
Engine: School's Framework
Language: ​C
Team Size: 4 members
Development time: 3 months

Open Source Projects

CSYS
Cross Platform C++ Console Library

CSYS is a console library that aims to provide all the underlying systems/features a console would need (i.e. auto-complete, commands, etc). This was a summer project developed in collaboration with Tristan Bouchard. 

Responsibilities:
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- ​Implemented full and partial auto-complete using ternary search trees achieving high performance.
- Implemented command history, script support and command logging functionality.
- Led test driven development writing 110 unit-tests with 80% code coverage.
- Managed continuous integration, build system and unit testing to ensure library correctness and stability.

What I learned:
- CMake - Build system
- Travis/AppVeyor - Continuous Integration
- Doctest - Unit testing
- Ternary Search Trees - Used for auto-complete

​Platforms: Windows/Linux
Language: ​C++
Team Size: 2 members
Development time: 3 months
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ImGui Console Widget

A Dear ImGui Console Widget built with CSYS. ImGui-Console started as a example/test project for CSYS and something I wish our team had when developing Arc Apellago. I developed all of the features below:

- Smart scrolling, command timestamps, command log filtering and colored console output.
- Console settings and visuals are preserved through sessions.

If you wish to see ImGui-Console in action there is an example executable in GitHub!

What I learned:
- ImGui - User Interface
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Platforms: Windows/Linux
Language: ​C++
Team Size:  Solo
Development time: 3 months
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Other

3D Graphics Engine

A 3D OpenGL Graphics Engine built through out DigiPen's 3D graphics courses (CS250 and CS300). I am currently expanding the engine as the course progresses.

Features:
- Phong and Blinn-Phong Illumination Models
- Point, Spot, and Directional lights
- Spherical, Cylindrical, and Planar projections
- Light attenuation and distance fog
- Dynamic Environment Mapping
- Reflection, Refraction and Fresnel
- Affine Math Library
- Perspective 3D Camera
​- OBJ Loader
- Normal Visualizer

APIs: OpenGL, GLFW, Glad, and ImGui
Platforms: Windows/Linux
Language: ​C++, GLSL
Team Size:  Solo
Development time: In Progress
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    Copyright © 2020 Roland Munguia. All right reserved.