Computer Scientist · Gameplay & AI Developer · MSc @ USP Brazil
I build systems where algorithms meet playable worlds — procedural generation, gameplay AI, and real-time graphics. Currently finishing my MSc thesis at the University of São Paulo, with published research in GPU terrain generation and neural style transfer applied to games.
- MSc Thesis — Procedural 3D terrain generation combining Neural Style Transfer + Genetic Algorithms, with a custom NavMesh connectivity metric as a playability fitness signal (USP / ICMC, São Carlos)
- Gameplay systems in UE5 C++ — AI, inventory, damage, and procedural mechanics
- Open source game prototypes @ Fellowship of the Game – USP
| Project | Tech | Links |
|---|---|---|
| Procedural Terrain via NST + GA | Python · Unity · PyTorch · GPU | Portfolio · CSCI 2024 Paper |
| Tank Battle — Multi-Enemy AI | UE5 · C++ · NavMesh | Portfolio |
| Dungeon Escape — Inventory System | UE5 · C++ · UMG | Portfolio |
| CNN Agent for StarCraft II | Python · PyTorch · CV | Portfolio |
| Color Bump 3D — CV Controls | Unity · OpenCV · HCI | Portfolio |
| Operation Metal Lab | Unity · C# | Play on itch.io |
- [CSCI 2024 · Las Vegas] Simplified 3D Terrain Meshes using Poisson Disk Sampling and Perlin Noise on GPU
- [WiP 2025 · Salvador, Brazil] Terrain Generation using Neural Style Transfer and Fractal Brownian Motion Noise with Constraints
Languages C++ · Python · C# · C · CUDA · HLSL/GLSL
Engines Unreal Engine 5 · Unity · Godot
AI / ML Neural Style Transfer · Genetic Algorithms · PyTorch · NavMesh
Graphics OpenGL · Procedural Generation · Perlin Noise · Poisson Sampling
Tools Git · CMake · Visual Studio · LaTeX · Linux
- Portfolio: rodrigocau.github.io/RodrigoAndreCayroCuadros
- LinkedIn: linkedin.com/in/rodrigo-cayro
- Email: rodrigo.cayro@usp.br
- itch.io: sirrogerinzz.itch.io
Open to remote gameplay engineering, AI programmer, and procedural systems roles.
