¡Hola, I'm Lucas!
Gameplay Programmer

I'm a gameplay programmer who worked on Age of Wonders 4 and its DLCs at Triumph Studios and built multiplayer gameplay systems for Strikers Club at Oddshot Games in Unreal Engine 5 using the Gameplay Ability System.

I make C++ and C# gameplay systems in Unity, Unreal Engine, and proprietary engines, like networking and replication, AI behavior, and animation integration.

Photo of Lucas Kinoo

Character Bio

Good morning, I'm Lucas, a gameplay programmer based out of Belgium!

I studied Game Development at Howest, and as part of my graduation, I interned at Triumph Studios. There, I worked on Age of Wonders 4 and its DLCs (Primal Fury and Eldritch Realms) in a large proprietary engine that is, quite literally, older than me.

After that, I worked at Oddshot Games on Strikers Club, a multiplayer sports game built in Unreal Engine 5. I built gameplay systems, dealt with networking and replication, and helped move a large part of the game over to Unreal's Gameplay Ability System.

Before I got into game dev, I did Audiovisual Arts in high school, which is basically photography and filmmaking. So I write code, but I also think about composition, framing, and how things feel to the player. That's probably why I keep getting pulled toward gameplay systems that need both solid code and a good eye.

Like what you see here? I'm just an email away!

Project Showcase

Small Ambitions

C Sharp logoC# Unity logoUnity

A small Unity office sim with autonomous NPCs driven by motives, built around behavior graphs, smart objects, and animation-driven IK.

Small Ambitions

YouTube video player

Gameplay

Details

Small Ambitions is my Unity 6 tech demo for autonomous NPC behavior. Employees constantly re-evaluate what matters most (work vs coffee), reserve slots on shared smart objects, and will interrupt what they are doing when a motive becomes critical. The goal was simple: make agents feel alive without writing a giant pile of if-statements. The result is surprisingly watchable, especially in the 60-NPC stress test.

  • Role: Solo Gameplay / Systems Programmer
  • Duration: 2 months (tech demo)
  • Team Size: 1
  • Engine: Unity 6.3
  • Platform: PC
  • Tools: Unity Behavior Graphs, Animation Rigging, Unity Profiler

Key Systems

  • Continuous motive system (float-based urgency, not "if energy below 20 then coffee"). Agents replan constantly, so behavior emerges instead of being scripted.
  • Weighted interaction scoring that picks the best next action at runtime. Priorities shift naturally, and agents can bail out mid-task when something becomes critical.
  • Data-driven interaction system using ScriptableObjects with start/loop/exit steps.
  • Unity Behavior Graphs as orchestration only. The graph stays readable, and the actual logic lives in three custom C# nodes.
  • Animation Rigging with multiple IK chains (hands + seated posture), blended per step.
  • Stress tested with 60 NPCs. Reduced frame spikes by staggering AI decision evaluation across frames, using the Unity Profiler.

Interaction System

C++ logoC++ Unreal logoUE5

A Fallout-inspired interaction and quest system in Unreal Engine 5 using C++. With precise object detection, a dynamic quest log, and more.

Slapshot: Rebound

C Sharp logoC# Unity logoUnity

A live, physics-based multiplayer hockey game where I built UI features, including a cosmetic randomizer that pulls unlocked items from the backend.

Slapshot: Rebound

YouTube video player

Gameplay

Details

Slapshot: Rebound is a physics-based multiplayer game where you play an arcade-style match of hockey. No shoot button, no puck glue, no RNG. It's up to you and your team to take control of the puck, pass, shoot, and outplay your opponents. Play with your friends or team up with other Slapshot players!

  • Role: Gameplay Programmer
  • Duration: 1 year (full-time)
  • Team Size: 4
  • Engine: Unity
  • Platform: PC (Multiplayer)
  • Tools: Visual Studio, Git, Jira

Godly Gambit

C Sharp logoC# Unity logoUnity

A 3D, couch co-op, arena fighter game made in Unity by a fantastic team of three artists and two developers, including me.

Godly Gambit

YouTube video player

Gameplay

Details

Engage in divine duels in Godly Gambit! Each match pits a God against fighters, aiming to eliminate a fighter to swap roles before time runs out. Gods can summon meteorites and deploy subjects, while fighters wield crossbows and dash abilities. The game supports 2-4 players, with the God gaining power as more players join.

  • Role: Generalist Programmer
  • Duration: 4 months
  • Team Size: 3 Artists, 2 Programmers
  • Engine: Unity
  • Platform: PC
  • Tools: Visual Studio, Perforce, HacknPlan

Responsibilities

  • Developed a scalable ability system
  • Implemented AI behavior and logic
  • Designed and implemented the character controller
  • Built a custom in-game cursor with a custom collision system
  • Integrated local multiplayer functionality
  • Implemented player color-coding logic
  • Built a player lobby system
  • Designed and integrated a sound system
  • Developed the player-switching mechanic
  • Implemented the user interface (UI) elements
  • Implemented the visual effects

Bomberman 3D

DirectX logoDirectX C++ logoC++ SDL logoSDL

A Bomberman clone made in a 3D engine template, where I implemented features like shadow mapping, skinned meshes, post-processing, and more.

Dual-Rasterizer

DirectX logoDirectX C++ logoC++ SDL logoSDL

A rasterizer written in C++ using SDL and DirectX11. That switches seamlessly between software and hardware rasterization.

Cube Escape

C Sharp logoC# Unity logoUnity

A 3D top-down, hide-and-seek game developed in Unity. Evade the evil red cube, collect keys, and unlock the escape gate.

Flappy Bird AI

C++ logoC++ C++ logoRaylib

A Flappy Bird clone that learns to play itself using a genetic algorithm made from scratch in C++ using the Raylib library.

Game Grabber

C Sharp logoC#

A tool for finding currently free games using the GamePower API, written in C# and wrapped in a polished WPF user interface.

Sonic Demo

C++ logoC++ SDL logoSDL

My debut game. It's a clone of Sonic the Hedgehog's first level. Complete with bugs and non-functioning loops.

Skill Tree

C++ logo

C++

C Sharp logo

C#

Unity logo

Unity

Unreal Engine logo

Unreal Engine

Microsoft Visual Studio logo

Visual Studio

Git logo

Git

Autodesk Maya logo

Autodesk Maya

Python logo

Python

CMake logo

CMake

Google logo

Google Search

Contact

Contact Info

Feel free to contact me through my email, connect on LinkedIn, or check out my projects on GitHub and Vimeo.

[email protected]