Matheus Vilano
Game Developer
Technical DEsign & SOFTWARE Engineering
Highlights
About Me
My name is Matheus Vilano and I am a Game Developer based in Vancouver. My primary roles are Technical Design and Software Engineering, usually with a focus on audio behaviours, gameplay systems, and development tools, in combination with a vast array of multidisciplinary skills across all aspects of game development. Most recently, I shipped the smash hit Baldur's Gate 3, for which I am a Senior Technical Designer.
I also teach game development at Vancouver Film School. I have created multiple courses on both Unreal and Unity, for designers and programmers. My many years of teaching made me excel at communicating complex ideas clearly and effectively to all levels of expertise. It also made me realize the importance of robust documentation very early in my career.
I often spend some of my free time learning or creating new tools, usually in the form of Wwise packages or Unreal Engine plugins - with my usual focus on gameplay systems and dev tools. I am well-versed in multiple programming and scripting languages, but I spend most of my time with C++, Blueprints, and Python. Virtually anything related to arts, design, and engineering will pique my interest.
If you are interested in checking code samples, you can find them in this page, with PyWwise - a Wwise Authoring API wrapper for Python - being my latest work, still under development. For information on my latest game projects, you can continue to explore my homepage.
Baldur's Gate 3
A Dungeons & Dragons tactical role-playing game.
Role: Technical Designer
Focus: Gameplay Audio and Dev Tools
Achievements
Architected and maintained core gameplay audio systems.
Collaborated with other departments to create audio-driven systems.
Enhanced the gameplay abilities system with multi-stage modular sound.
Documented dozens of tools and systems used by programmers and designers.
Conducted all audio Dolby Atmos mixing sessions as the appointed Tech Designer.
Redesigned the audio asset pipeline to simplify designers' workflows.
Mouse Haunt
A 3D isometric, single-player PvE and 4-player asymmetrical multiplayer game.
Role: Development Support
Focus: Tools Programming and Project Maintenance
Achievements
Discussed and implemented tools for gameplay designers.
Assisted the authoring of AI behaviours using Unreal's Environment Query System.
Managed version control systems (Git and Perforce Helix Core).
Set and enforced asset pipelines and naming conventions.
Enhanced the Procedural Content Generation system with Asset Metadata APIs.
Created, documented, and maintained Unreal modules and plugins.
Testimonials
"Matheus embodies a hard and soft skillset that allows him to cover a wide range of roles proficiently. I've been pleasantly surprised when peeking into his creative skill set and his gameplay and backend programmers skills, which opens up a one-person band for any team needs. "
"My experience working with Matheus has been hugely enjoyable and educational, and I'm forever grateful. Providing leadership and guidance, maintaining and encouraging best practices, taking ownership of technical implementations, debugging problems, helping others with technical issues, and doing it all with a smile... There's really not much more one could ask for in a colleague."
"Other more experienced professionals rely on and trust Matheus because he not only rivals their own knowledge on game audio, but also pushes himself to become better."
"Matheus is an amazing person to work with, always with a positive attitude and willing to help out. Anytime I need help related to audio or game audio, Matheus is the first person that comes to mind to seek for advice."