Tank Engine is a 2D and 3D capable game engine made in C++. It hinges on the heavy use of a custom-built Entity Component System with memory pools per system. For this version of the engine, I remade Bubble Bobble with both a 3D element and the 2D game.

Feature list:

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Parscript is a compiled programming language I came up with. The goal of this language is to allow for manipulation of high volumes of binary information(ie: memory pool contents). It compiles into a custom Spec Assembly and runs on a custom Virtual Machine.

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This project was a small experiment I did with C++ and it's compiler. The goal was to be able to run the given assembly of a custom specification at compile time in a very simple Virtual Machine and then extract the result from the cpu state.

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This project was made for a subject with the goal of recreating an existing game in the school Game Engine. The version of the engine that we got was very bare-bones and required the implementation of a lot of features using DirectX 11 and other frameworks/tools. I chose to recreate Monkey Ball as it posed some fun challenges that I wanted to tackle. Some of the features implemented were: Shadow Mapping, Particle systems, Sprite Batching, Colour Grading LUT(Post Processing), Overlord Mesh format loaders, etc...

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This project is a small self-contained library of Memory allocators. It's built to fill my need for some of these tools when working on other projects. It contains the following allocators:

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Wrong House, Fool! is a game me and 4 other students at DAE made. In this game, you play as 4 robbers in 2 teams attempting to steal from granny. For this project, I programmed Grannys AI, item spawning mechanics as well as the item spawner configurator tools and more general gameplay-related features.

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Hey, my name Tomás Pinto, from Portugal, and I'm currently in my 3rd year of Digital Arts & Entertainment studying in the major of Game Development. Contact information at the bottom.

Ever since I was a child playing games, I've always found the idea of understanding what goes on behind very appealing. I started off with Lua and eventually moved on to C# with Unity. Once I was out of school I saw the opportunity of pursuing a game dev related field of study and I jumped at the opportunity. From then on, I've learned a lot about all the stages of the game dev pipeline. I really enjoyed working on game engines and low-level programming.

Job Experience:

Hobbies: Motorsports, Sim racing, Karting, Gaming, Gamedev.

Get in contact with me: