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Homebound

Developer Team
LEAD ANIMATOR
SOUND / UI IMPLEMENTER 

Duarte Cunha is our lead animator, utilizing Autodesk Maya for character modelling and animation, whilst also being responsible for sound / UI implementation in Unity with C#.

In Homebound Duarte has created an array of animations, namely all of Pucks movement, idle, and ability animations, while also being responsible for the character's design, modelling, skinning and rigging.
In terms of UI implementation, he's responsible for the main menu's, setting menu's and pause menu's base design and coding.

As for sound design, Duarte researched appropriate music for the project, and integrated them along with sound effects in their appropriate sections.

Duarte has done similar projects in the past during college for a multimedia degree, and also took part in a game jam.

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Duarte Cunha

Animation Director and Sound/UI Implementer

NARRATIVE HEAD LEAD PROGRAMMER

Gonçalo Oliveira is our head of narrative, thinking of the game's story and lore, while also being the lead programmer working on Unity with C#.

In Homebound Gonçalo began the project by pitching the base idea and narrative structure we would follow for the rest of the games development period.

He was also in charge of all things programming based excluding UI and sound implementation. In this project he started by adding a base 3rd person controller and modifying it to what we needed for the game, adding abilities  and mechanics to it to match what we wanted.

Furthermore Gonçalo took care of the implementation of the character's animation's and how they trigger and cycle between eachother.

Gonçalo has done similar projects in the past during college for a multimedia degree focusing especially on the programming, and also took part in a game jam.

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Gonçalo Oliveira

Narrative Head and Lead Programmer

3D MODELER
HEAD OF VISUALS

Being our head of visuals, Hernán Teixeira was responsible for most of the 3D modelling of the project using Blender, and everything that had to do with post processing in unity, be it shaders, textures and materials.

 

In Homebound Hernán started by creating an mix of objects that would be used in a variety of situations whilst the base design of the levels was being discussed. After which he developed multiple blockings of the levels to use as a base in unity, serving as the structure and back bone of the levels. With this he began diving into shaders and how they could be used for different purposes. 

Getting back into modelling Hernan also took care of all of the texturing using substance painter, exporting the final models of the objects, and finishing the set dressing and lighting.

Hernán has done similar projects in the past during college for a multimedia degree focusing especially in 3D Modelling.

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Hernán Teixeira

3D Modeler and Head of Visuals

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