Hello. I'm Dídac Romero.

Since I was young I loved playing games, sports and music. I'm now pursuing a career as a video game programmer and I recently graduated from UPC (Universitat Politècnica de Catalunya) with a Bachelor's degree in Video game Design and Development. The degree was taught entirely in English. Thank you for checking out my projects!

Dídac's CV Photo

2020: The Witcher: Ties of Destiny

Team size: 29

Roles:

Programmer, Audio Lead

The Witcher: Ties of destiny, is a 3D hack and slash game based on The Witcher Netflix series that we built using our own 3D game engine.

Wwise OpenGl C++ Lua Game HacknSlash Scripting 3D Engine Luabridge

Contributions:

  • Scripting system

  • Script debugging

  • Autocomplete

  • Engine callbacks to scripting

  • Script to script communication

  • Lua to C++ class register & translator

  • Gamepads support

  • Audio team coordination

  • Selection and implementation of music

  • Audio system file manager tasks

2020: Kuantum

Team size: 5

Roles:

Audio

Kuantum is a game developed during the weeklong Unreal MegaJam. It was our first time ever doing a game in Unreal. This platformer puzzle game will have you endlessly jumping back and forth in time to reach your past self and avoid the apocalypse.

UnrealEngine Wwise Blueprints

Contributions:

  • Music composition

  • Full Audio Implementation (Wwise)

  • SFX Edition

  • Audio Blueprints

Unity Navigation Mesh Generator

Team size: 1

Roles:

Programmer

This is the prototype that I developed for my final year project in which I made a small modular tool that was capable of generating a mesh from a Unity 2D grid map. The goal of this project is to provide a baseline for other programmers to experiment with different partitioning algorithms and to use adjacency graphs to code whatever path finding approach suits their needs.

Unity AI Triangulation Mesh Decomposition 2D

Contributions:

  • Paper development

  • Adjacency list system

  • 2D map to complex polygons conversion

  • Wrapping LibTessDotNet into the project

2019: Mutiny!

Team size: 2

Roles:

Programmer, Audio

Mutiny is a god game in which you manage the security and logistics of a ship that is carrying prisoners. Make sure all the personnel and prisoners have their basic needs covered and frustrate any escape attempt!

Unity GodGame AI NodeCanvas BehaviourTrees C# 3D

Contributions:

  • Water shader & night/day cycle

  • Full UI design and implementation

  • Music and sound effects design, composition, and integration

  • Behaviour trees documentation

  • Game loop logic

2019: GATE Engine (3D Game Engine)

Team size: 2

Roles:

Programmer

GATE is a 3D game engine we built with a colleague. The engine features all necesary systems for a 3D game engine and a Lua based scripting system. At the end of the semester this engine was chosen by the teacher as the game engine to develop The Witcher: Ties of Destiny, but we switched to another game engine that a friend had been improving over the holidays which had an almost Unity like resource manager. The scripting system was used and improved during the whole development of the 3D game The Witcher: Ties of Destiny.

OpenGl C++ Lua Scripting 3D Engine Luabridge

Contributions:

  • 3D models loading and rendering

  • Entity component system (Gameobjects and components)

  • Scene hierarchy

  • Own file format

  • Scene serialization

  • Resource manager

  • Lua scripting system

  • Script variables parsing, display and real time edit on component

  • Scripting hot realoading

GameJam 2019: Torpedo Inbound!

Team size: 5

Roles:

Audio

Torpedo Inbound is a game developed during the 2nd edition of the Gran CITM GameJam, a 30h gamejam organized on campus. We came in with 0 experience of Unity and managed to build an action packed game within the time limit.

Unity C# Music 2D DAW LMMS

Contributions:

  • Sound effects generation

  • Full OST composition

  • Audio integration

2019: Fog of war personal research

Team size: 1

Roles:

Programmer

I researched 2D Fog of war origins and differemt implementations, explaining how different methods to hide information to players work. I also provide code and a step to step tutorial on how to create/implement a 2D tile based fog of war!

C++ 2D Isometric Tutorial

Contributions:

Bottom Gear

Team size: 4

Roles:

Audio

Bottom Gear is an online car battle game based on the shitposting genre of memes related to the series. Join in on the fun and enjoy some jokes and references from this TV show.

Wwise Online Multiplayer Unity

Contributions:

  • Sound editing & selection

  • Music Editing

  • Audio Implementation

Monke Drummer

Team size: 1

Roles:

Programmer, Audio

Monke Drummer is a reverse rhythm game in which you control the music as you jam along the way! This is a project I made because I was curious about FMOD and MIDI input.

FMOD Unity MIDI

Contributions:

  • Programming

  • Music Composition

  • Sampling

  • Audio Implementation

2019: Fantasy Brawl

Team size: 8

Roles:

Programmer

Fantasy Brawl is a split screen couch party Battle Royale game inspired by Final Fantasy Tactics.

Multiplayer SplitScreen BattleRoyale PixelArt C++ SDL

Contributions:

  • Technical design document (TDD)

  • Gamepad input implementation

  • Gamepad haptic features (vibration)

  • Gamepad button customization and its scene

  • UI compatibilty with gamepads

  • Gameplay storm system

  • Gameplay map item spawners

  • Sprite re-escalation

2018: Crazy Taxi! Tribute

Team size: 2

Roles:

Programmer

Crazy Taxi! Is a a tribute to the original game with primitive graphics and a random city generation system. This game was developed using the Bullet physics library. Upon completion of the game I started to implement the Logitech SDK for steering wheels as a personal project.

C++ OpenGl 3D Game Bullet SteeringWheel

Contributions:

  • Game camera

  • Physics & car tweaking and integration

  • Overhead arrow

  • Logitech steering wheel implementation

2018: Raider of the Lost World

Team size: 2

Roles:

Programmer, Audio

Raider of the Lost World is a 2D platformer built from scratch using C++ and SDL (Simple DirectMedia Layer).

C++ SDL Game PixelArt Pathfinding Platformer

Contributions:

  • Collision system

  • Pathfinding system

  • Brofiler integration

  • Music and sound effects

  • Audio effects panning and attenuation in gameplay

  • GUI and entity systems developed with my colleague

2018: Andro Dunos

Team size: 4

Roles:

Programmer

This tribute to Andro Dunos was my first game of the degree. I really enjoyed this project since this is one of the first games I ever played.

Arcade SideScroller PixelArt C++ SDL

Contributions:

  • Bakground movement & camera

  • Controllers implementation

  • Collison system

  • Respawn & scoring system