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rodRigocaU/README.md

Hi, I'm Andre Cayro

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.


What I'm working on

  • 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

Featured Projects

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

Publications

  • [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

Tech Stack

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

Get in touch

Open to remote gameplay engineering, AI programmer, and procedural systems roles.

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