Guillem Serra | Portfolio

{ video game programmer }

Unreal Engine C++ Development

Over the past years I’ve worked extensively with Unreal Engine across a variety of roles, from gameplay systems programming to tooling UI and AI, always with a strong focus on code architecture, scalability, and production-ready workflows.

I've contributed both as a solo developer and within multidisciplinary AA teams, taking ownership of major features, developing in-editor tools to streamline workflows, and implementing scalable runtime architectures for complex player interactions, procedural content, and reactive audio/AI systems.

Below is a selection of Unreal-based projects that reflect different aspects of my work, from commercial game development to simple prototypes and game jam explorations.

Soliloquy

Generalist programmer

This is my first attempt into making a full-fledged commercial game with a small multi-disciplinary team. After working for more than 2 years on it, although we couldn't finally release the game due to overscope and budget, everything I learnt on the process is basically priceless. General architecture, planning, team leading, design... I'm very proud of the final product and I hope to continue working on it in the future.

  • 3Cs, gameplay systems, procgen world
  • UI (CommonUI)
  • Audio (MetaSounds, dynamic SFX)
  • AI (State Trees)

It is not open source but I'll be happy to show anything you may be interested in.

VgScript

Tools programmer, UE Plugin

Developed this plugin to integrate narrative scripts directly into the Unreal Editor, supporting actions data parsing and localization systems.

I'll document it better when I have more time, and create a simple walkthrough demo in the future.

{ Open source } →

SnAI-k 3D

Low-level C++ OpenGL exploration

A real-time 3D snake implementation using SDL3 and OpenGL, featuring pathfinding and simple audio synths.

I developed this project to deepen my understanding of low-level rendering with OpenGL and to sharpen my C++ skills without using Unreal Engine. Next stop, multithreading!

{ Open source } →

Archer prototype

Gameplay programmer, Top-down prototype

Developed an event-driven state machine in Unreal Engine C++ to manage player locomotion and actions, as part of a self-initiated system architecture exploration.

{ Open source } →

A Void (Ludum Dare 50)

Solo Game Jam Project – Ludum Dare 50

(48 hour project!)

Developed a simple obstacle avoidance game to grow my skills as an UE programmer. The theme of the jam was "delay the inevitable"

Designed, coded, and polished the experience solo, demonstrating rapid iteration and end-to-end ownership.

I think that's a cool project to expand on, right now the gameplay has room for improvement!"

{ Open source } →

Cellular Automata 3D

Raylib C++ Prototype

For a long time I wanted to try out the "Conway's Game of Life" algorithm, so it was time to show my skills as a C++ developer and built a version of it in 3D using Raylib for the first time (second, actually).

{ Open source } →

Check out the rest of the projects on my projects page!