Leandro Peres
Crafting Interactive Experiences & Game Technologies
I'm a passionate game developer with expertise in both commercial game engines and custom tools development. My work spans from immersive 3D experiences to specialized game technology.

About Me
Game Developer with a decade-long track record of designing and building robust game engines, optimizing complex systems, and leading development teams. My expertise spans gameplay programming, physics and graphics programming, emulator development, and innovative tool creation.
Technologies & Skills
Technical
Math & Physics
Programming Languages
API & Engines & Frameworks
Education
BTech's Degree in Digital Games
06/2018 - 12/2020Senac Goiás
Focused on digital game development, encompassing game design, programming, and multimedia production.
Experience
Game Programmer
LabTIME/UFG
Developed and launched 5 games across mobile, PC, and web platforms using Unity3D and Unreal Engine 4/5. Managed a virtual production pipeline integrating advanced tools, optimized rendering by 35%, and mentored junior developers.
Delphi Programmer - Trainee
Inforsystem Tecnologia
Maintained and debugged Delphi systems while assisting with documentation to improve software clarity and maintainability.
Indie Generalist Game Developer
SOHNE Softwares
Directed a team of 5 members in creating games from concept to launch. Enhanced game features by integrating community feedback and optimized performance through agile methodologies and advanced physics and gameplay mechanics.
Professional Projects
Games developed with industry-standard engines
Personal Projects
Custom engines and tools I've built
Latest Blog Posts
Thoughts, tutorials, and insights on game development
Jogo da vida de Conway
Examplo de como a junção de regras simples determinam comportamentos complexos e completos.
Dinâmica Newtoniana
Neste segundo post, da série sobre física deste humilde blog, vamos entender como objetos se movem usando vetores, de forma simples e interativa. A ideia aqui agora é abordar conceitos básicos da mecânica newtoniana e mostrar como podemos aplicar esses princípios para descrever o movimento a fim de criar nossa primeira simulação de partículas. Em resumo: vamos usar a mecânica newtoniana básica...
2D SDF - Primeiros passos
Representando Formas com SDFs Sabe-se que, para uma representação gráfica, é necessário introduzir vértices e índices no estágio de rasterização na pipeline para que os pixels sejam renderizados na tela. Isso é verdade até mesmo para objetos 2D em cena, pois utilizamos principalmente malhas poligonais para representar formas. Embora as malhas sejam as mais fáceis de renderizar e as mais versá...
Interested in Working Together?
I'm always open to discussing new projects, creative ideas, or opportunities to be part of your vision.