Fernando Toigo

Software Engineer

Hi! I'm a Software Engineer from Brazil with over 15 years of experience, including the last 7 years dedicated to the gaming industry. I see games not just as entertainment, but as a powerful form of art and expression. Below, you'll find a selection of my professional experience and projects that reflect my passion and expertise.

No Rest for the Wicked

at Moon Studios

Website Steam Page

No Rest for the Wicked is a souls-like game that strives to reinvent the genre by mixing procedural loot and camera from ARPG games with precision combat design from typical souls games. The final release of the game will also feature a lenghty campaign and multiplayer mode.

As part of the Core Tech team I developed and mantained key gameplay and engine systems such as:

  • Simulation to view synchronization
  • World state management
  • Quest framework
  • Streaming system
  • Culling
  • ECS-based gameplay systems
  • Replay systems for automation
  • Localization
  • Related editor tools

Other relevant work:

  • Implemented a signal-based framework for designing flexible and modular game behavior, used for quests and bespoke setups.
  • Developed automation tools for cinematic and trailer footage capture, content validation, loot previewing, and performance analysis.
  • Created a simulation tool for testing and debugging multiplayer mispredictions and desynchronizations.

Work period: Mar 2021 - Current

Heavy Metal Machines

at Hoplon Infotainment

Steam Page

Heavy Metal Machines is a free-to-play MOBA that mixes fast pacing gameplay with strategy. It features multiple characters, customizations and game modes including Ranked, Tournament and Custom. The game was released for PC, Playstation 4 and Xbox One.

Work period: Oct 2018 - Feb 2021

Key Features I Contributed To:

  • Drafted Character Selection
  • Ranked Mode
  • Tournament Mode
  • PS4 and Xbox One ports

Codebase Improvements I Helped Drive:

  • Employed and encouraged Unit Testing.
  • Improved the usage of Dependency Injection across modules.
  • Introduced Clean Architecture for non-gameplay code.
  • Introduced Reactive Extensions for asynchronous operations.

Side Projects

Here is a list of projects which I participated as programmer and game designer on my spare time. For most of them the role of programming was shared, but for some that responsability was mine alone.