Tiago Félix

Gameplay Programmer & Technical Game Designer

I build combat, progression and the level tools designers use to tune them, in Unity/C# and Unreal/C++. My work on adaptive difficulty is published in Springer LNCS, and I am finishing a thesis on League of Legends balance.

Dungeon Wipe gameplay: a wizard in a stone arena built from the in-game level editor.
Based in
Portugal
Engines
Unity / C#, Unreal / C++
Shipped
Playable browser build
Published
ICEC 2024, first author

Selected work

Two shipped solo projects and the Unreal arena game I am building now.

Browse all projects

Research and game balance

ICEC 2024 · Springer LNCS 15192 · first author

Dungeon Wipe: Exploring Dynamic Difficulty Adjustment with Power-Up Mechanics

The game reads health thresholds to decide potion support and leaves enemy count, damage and behaviour alone. A Monte Carlo simulation over 5 levels at 1,000 runs each put modelled failure at 8% with adaptive support, against 40% and 56% for the fixed distributions. Of 38 computer-science students who played it, 83% did not perceive the adaptation.

Read publication (opens in a new tab)

Master’s thesis in progress, not yet submitted, expected 2026

Do Riot Games’ stated design intentions align with observed champion outcomes?

I map Riot’s stated balance intentions onto champion-specific metrics across patches 25.20 and 25.21, split by rank, role and match phase. The current analysis covers 3,362 participant observations. Of the 12 champions classified so far, six aligned with the stated intention and five did not.

Where the balance work comes from

I peaked at Master 235 LP in League of Legends and played starting Jungler for Varona Esports in the LPLOL Second Division, where I ran draft preparation, VOD review and shotcalling.

More about my game experience

More work

Team games and game jams, plus earlier software engineering with APIs, data and testing.

LusoHealth project banner with healthcare interface symbols

LusoHealth

Full-Stack Developer

Five-person .NET 8 and Angular 17 health platform with 104 REST endpoints across 10 controllers, 29 xUnit test methods, and a GitHub Actions pipeline deploying to Azure Web App. Stripe payments, SignalR chat and Google OAuth sit on top.

  • Five-Person Academic Team Project
  • Completed academic project
  • source available
Later delivered With.in homepage showing its responsive navigation and hero section

With.in

Sole developer

With.in is an earlier Angular implementation with routed content, reusable components, responsive layouts, and prototype form validation.

  • Client web project
  • earlier public implementation
  • Earlier implementation
  • client site no longer hosted in this version
  • source available

Technical range

Gameplay Programming

  • Unity
  • C#
  • Unreal Engine 5.8
  • C++
  • Blueprints
  • Gameplay Ability System
  • Combat
  • AI / NavMesh
  • Spawning
  • Persistence
  • UI
  • Scene flow
  • Debugging

Technical Game Design

  • Systems Design
  • Combat Roles
  • Game Balance
  • Progression / Economy
  • Difficulty
  • Level Pacing
  • Prototyping
  • Dynamic Difficulty Adjustment

Tools & Delivery

  • JSON level pipelines
  • Editor Tooling
  • ScriptableObjects
  • Interfaces
  • Unity Input System
  • WebGL
  • Browser persistence
  • Android / ARM64
  • IL2CPP
  • Build troubleshooting
  • Git / GitHub
  • itch.io deployment

Additional Engineering

  • .NET
  • ASP.NET Core
  • REST APIs
  • SQL
  • Python
  • Automated testing
  • CI/CD

Education and contact

Expected 2026

Master’s in Game Design and Playable Media (Design de Jogos e Média Jogáveis)

Universidade Lusófona

2021–2024 · completed 16 July 2024

BSc in Computer Science & Engineering (Licenciatura em Engenharia Informática), Software Engineering track

Instituto Politécnico de Setúbal · Escola Superior de Tecnologia de Setúbal

Let’s talk

Available now. Portuguese national with EU work eligibility, open to relocation or remote.

Contact