About

One technical foundation, applied across software and games

I am a Computer Science & Engineering graduate and Game Design Master’s student based in Portugal.

My work moves between client-server software, gameplay systems, development tools, AI and navigation, balance, and interactive design. The context changes, but the core practice stays consistent: model the system, implement it clearly, test it with people or data, and deliver something functional.

Portrait of Tiago Félix
Tiago Félix · Portugal

Background

From computer science to interactive systems

The BSc provided the base for programming, architecture, databases, and structured problem solving. Unity projects then made those skills visible through gameplay loops, editor workflows, navigation logic, persistence, and released builds.

The Master’s in Game Design adds systems design, narrative work, playtesting, and data-informed balance. It also created multidisciplinary team contexts: a narrative project, critical-game work, and game jams with specialised roles and fixed deadlines.

ICT teaching and school IT support strengthened a different part of the same profile: explaining technical ideas, diagnosing practical problems, and supporting users with different levels of confidence.

Current target roles

Focused role paths, one technical identity

Each path highlights the most relevant projects while drawing on the same technical foundation and team experience.

Software Engineer

Full-stack applications, APIs, data, testing, and maintainable architecture.

View role path

Technical Game Designer

Gameplay systems, tools, balance, progression, prototyping, and playtesting.

View role path

Game Developer

C#, gameplay implementation, enemy AI, persistence, tools, and playable builds.

View role path

Education & experience

Technical and communication foundations

Expected 2026

Master’s in Game Design

Universidade Lusófona

Current research focuses on game balance, gameplay data, patch changes, and player behaviour.

2021–2024

BSc in Computer Science & Engineering

Instituto Politécnico de Setúbal

Technical foundation in programming, software architecture, databases, and problem solving.

2025–Present

ICT Teacher

Agrupamento de Escolas Fernando Namora

Teach programming fundamentals and digital literacy while providing classroom hardware and software troubleshooting.

Publication & current research

Balance studied through prototypes and gameplay data

Co-author · ICEC 2024 · Springer LNCS 15192 · pp. 323–330

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

Research using Dungeon Wipe to examine power-up distribution as an indirect Dynamic Difficulty Adjustment approach.

Read the Springer chapter (opens in a new tab)
Master’s thesis in progress · expected 2026

League of Legends patch-impact analysis

Ongoing analysis of gameplay data, patch changes, balance, player behaviour, and statistical methods for data-informed design decisions.

Details

Location and languages

Location
Portugal
Languages
Portuguese — native · English — fluent · French — basic
Core interests
  • Systems
  • Tooling
  • AI & navigation
  • Game balance
  • Interactive software