Rodrigo Vicencio

Gameplay Programmer

Commercial Games

Halo Infinite

The sixth mainline entry in the Halo series.
  • Software Engineer on the Sandbox team, working on gameplay mechanics shared between the Campaign and MP modes.
  • Primary responsibilities included UI, equipment systems, networking
  • Using C++ on the Slipspace engine

Unreleased Capcom Vancouver project

Action-Adventure game set in the Dead Rising universe
  • Software Engineer on the Gameplay team, using Unreal Engine 4 and C++
  • Created and designed the ranged combat system
  • Also worked on Aim assist, melee combat, camera system, and physics

Maximum Override

Maximum Override is a chaotic city destruction game where the machines come alive. Wreak havoc in a fully destructible randomly generated city with anything you can find!
  • General Gameplay Programmer, using Unity 3D and C#
  • Programmed Game modes (Arcade, GMen elimination, Zen)
  • Prototyped and implemented most of the controllable vehicles/UFO/Robot/Vending machine
  • Responsible for human AI – pathfinding/patrol and scared behaviour
  • AI for vehicles (Traffic System)
  • Worked on UI elements – gamepad support, leaderboards, menus, buttons, end game screen, tutorial system, etc.
  • Steam integration – leaderboards, achievements
  • Gamepad support
  • And more!

Autocraft

Create, Collect, and Crash in Autocraft, a physics destruction sandbox. Create your own cars, rockets, tanks, planes, boats, and more.!
  • General Gameplay Programmer, using Unity 3D and C#
  • Worked on upgrading from Unity 4 to Unity 5
  • Responsible for upgrading the UI
  • Worked on adapting the game to mobile/tablet platforms
  • Conducted testing