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Thequing/README.md

Lucas Antonino — Gameplay & Systems Programmer. 1 shipped on Steam, 1 in production, 1 demo at BGS 2026.

I build the systems players actually touch — combat, movement, dialogue, UI — and the simulation underneath them. Unity and Unreal Engine 5, in C#, C++ and Blueprints.

Open to gameplay and systems programming roles. I'll be at Brasil Game Show 2026 — portfolio · CV · LinkedIn


Stage select

Project What I own Stack
Cleared Steam Veins — 2D action roguelike, Kimu Studios, Early Access since Aug 2025 Enemy combat: damage response, invulnerability frames, knockback, health-threshold phase changes, FMOD hit audio Unity · C# · FMOD
Now playing MidNight Memories — PSX-style first-person horror. Chapter One is a 10–12 min demo I designed and built end to end Code lead on a two-person team. Investigation Mode, fog-gated arenas, Nightmare AI, the Obsidian Wraith boss, 103 unit tests on the logic core Unity · C#
In progress Framed Drift — idle drift RPG. You don't drive; you build the car, pick the risk, and watch it run Solo. A race simulator with zero engine references — 10,000 races in 0.06 s, 135 tests, offline/live parity at 0.06 % Unity 6 · C#
In progress Hell's Kitchen — tower defense where the map grows as you clear it: 4×4 rooms, a boss every third Gameplay systems on the team's GDD. Four damage types vs. per-enemy armour, four-tier towers, a headless harness that plays all 16 rooms Unity 6 · C#
Cleared KuroNeko — visual novel driven by a script language I wrote Solo. Ten-command narrative parser with no Unity dependency, plus a load-time diagnostic pass that rejects broken scripts Unity · C#
Coming soon Dino Girls — idle resort-builder, Kimu Studios Gameplay programmer: systems, mechanics, and the technical calls that come with them Unity · C#

MidNight Memories and Hell's Kitchen are team projects in private repos. Footage of both, and of everything above, is on the portfolio.


Systems worth reading

A race simulator that doesn't know Unity exists — Framed Drift The simulation lives in its own assembly with no UnityEngine reference, so it resolves 10,000 races in 0.06 s and its 135 tests run under dotnet without opening the editor. Offline progress calls the same scorer as live play, which makes parity structural rather than something I test for — measured at 0.06 % anyway. Content is commented JSON: 11 tracks, 57 parts, 12 affixes, 5 rivals, each rival a readable and counterable build.

A script language that validates itself — KuroNeko Ten commands cover scenes, characters, audio, flags, conditionals, jumps and menus, with inline parameters anywhere in a line. A diagnostic pass walks the whole script at load and reports unknown commands, duplicate labels, dead jumps and empty menus — so a writer finds the mistake instead of the player. The parser has no engine dependency; a thin layer above it handles scenes, UI and save slots.

Enemy combat that has shipped — Steam Veins Invulnerability gating, knockback and collision handling, phase transitions on health thresholds, and FMOD events with randomised pitch so a hundred melee hits don't sound like one. In Early Access on Steam since August 2025.


Equipped

Engines Unity · Unity 6 · Unreal Engine 5
Languages C# · C++ · Blueprints · Python
Gameplay combat state machines · damage & knockback · enemy AI · narrative parsers · procedural generation · save systems
Practice deterministic simulation · NUnit / dotnet test · headless smoke harnesses · FMOD · URP · Git

Outside games I write backend Python — a webhook relay with jittered retries, HMAC signing and a replayable dead-letter queue, and a clinic scheduling API on FastAPI and async SQLAlchemy. Same instinct as the game work: make the core testable without the thing it runs inside.


Education

Bachelor's in Information Technology Administration — Estácio · Game Design — Udemy · Database Administration — IFRS


Português

Construo os sistemas que o jogador realmente toca — combate, movimentação, diálogo, UI — e a simulação por baixo deles. Unity e Unreal Engine 5, em C#, C++ e Blueprints.

Aberto a vagas de programação de gameplay e sistemas. Estarei na Brasil Game Show 2026 — portfólio · currículo · LinkedIn

Projeto O que é meu Stack
Concluída Steam Veins — roguelike de ação 2D, Kimu Studios, Acesso Antecipado desde ago 2025 Combate dos inimigos: resposta a dano, frames de invulnerabilidade, knockback, mudança de fase por limiar de vida, áudio FMOD Unity · C# · FMOD
Jogando agora MidNight Memories — horror em primeira pessoa estilo PSX. O Capítulo Um é uma demo de 10–12 min que desenhei e construí por inteiro Lidero o código numa dupla. Modo Investigação, arenas seladas por névoa, IA dos Pesadelos, o chefe Obsidian Wraith e 103 testes unitários no núcleo de lógica Unity · C#
Em andamento Framed Drift — RPG incremental de drift. Você não pilota: monta o carro, escolhe o risco e assiste Solo. Simulador de corrida com zero referências à engine — 10.000 corridas em 0,06 s, 135 testes, paridade offline/ao vivo de 0,06 % Unity 6 · C#
Em andamento Hell's Kitchen — tower defense em que o mapa cresce conforme você limpa: 4×4 salas, um chefe a cada três Sistemas de gameplay sobre a GDD do time. Quatro tipos de dano contra armadura por inimigo, torres de quatro níveis e um harness headless que joga as 16 salas Unity 6 · C#
Concluída KuroNeko — visual novel movida por uma linguagem de script que escrevi Solo. Parser narrativo de dez comandos sem dependência do Unity, mais um passo de diagnóstico que recusa scripts quebrados Unity · C#
Em breve Dino Girls — resort-builder incremental, Kimu Studios Programador de gameplay: sistemas, mecânicas e as decisões técnicas que vêm junto Unity · C#

MidNight Memories e Hell's Kitchen são projetos de time em repositórios privados. Há vídeo dos dois, e de todos os outros, no portfólio.

Formação: Bacharelado em Administração em Tecnologia da Informação — Estácio · Game Design — Udemy · Administração de Banco de Dados — IFRS

Pinned Loading

  1. Grappling-Gun Grappling-Gun Public

    First solo game: a 2D grappling-hook movement prototype in Unity. The hook is stepped and swept with Physics2D.Linecast rather than handed to a SpringJoint, so a fast shot cannot tunnel a thin wall.

    C#

  2. Portif-lio-Lucas-Antonino Portif-lio-Lucas-Antonino Public

    Portfolio of Lucas Antonino, gameplay & systems programmer — built as an arcade cabinet: title screen, six project stages, no build step. Vanilla JS, EN/PT.

    JavaScript

  3. Problema-dos-corpos Problema-dos-corpos Public archive

    Problema dos corpos (astronomia)

    Python

  4. Tower-Defense-Practice Tower-Defense-Practice Public archive

    Python