Hey!
I'm Henrique
I'm a gameplay engineer at Embark Studios in Stockholm, Sweden. I previously worked with VR games at Resolution Games. I have a master's in computer science focusing on computer graphics from KTH in Stockholm and a bachelor's from UFMG in Brazil.
Apart from gameplay programming, I'm also really into real-time physics simulation and procedural content generation. You can check out some of the stuff I've worked on here:
Work
ARC Raiders
I teach AI how to walk! Part of the team advancing RL‑driven physics‑based animation at Embark, so our enemies can walk and interact with the game world believably.
Racket Club
As technical lead on this VR sports title, I got to lead the development of a custom physics engine designed to really nail the feeling of hitting a ball with a racket.
Angry Birds VR: Isle of Pigs
I worked on several post-launch content releases for the game, including the spooky levels and the level builder, allowing players to build and share custom levels with others online.
Blaston Spectator
A client used to spectate matches of the VR esports title Blaston.
Projects
Procedural Generation of Volumetric Data for Terrain
This was my master's thesis. A novel model for generating volumetric data based on a surface height map and user input.
King of the Cube
A game my team and I made during my master's that ended up as an exhibit at the Museum of Technology (Tekniska Museet) in Stockholm.
Contact Me
You can find me on: