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Louis-Philippe Gauvin (Ti-Loup)

๐ŸŽฎ Game Programmer ๐Ÿ“ Montrรฉal/Canada

๐Ÿ“ฉ LinkedIn: https://www.linkedin.com/in/louis-gauvin/
๐Ÿ“ฉ Email: lpgauvin36@gmail.com

๐Ÿ› ๏ธ Languages & Tools

Programming Languages:
C++ C# Java HTML CSS JavaScript SQL

Game Engines:
Unity Unreal Engine

3D Modeling Program:
Maya Substance Painter

Version Control Systems:
Git Perforce

๐Ÿ“‚ Projects

โš”๏ธ Total ๐ŸŒธ Battle ๐Ÿฏ 2D ๐“„ฟแ›‰แ›Ÿแ›ฃ

https://github.com/Ti-Loup/Total-Battle-2D


Genre: Turn Based Strategy (SDL_Library, C++, Design-Patterns)
Status: Work In Progress

This game is developed in C++ using the SDL 3.4 library, where I'm coding every aspect of the game from scratch.I focused heavily on using Design Patterns to ensure a modular system, optimized performance, and clean game logic.

The game is inspired by Total War genre and For Honor


All Mechanics I've Implemented (Click to open) - See RoadMap ~!
2D Models (Click to open)
  • Tile Map
  • UI Elements

โ–ถ๏ธ Gameplay Video

๐Ÿ“ธ Screenshots



๐ŸฆŒ Deer Invaders

Genre: Shoot Em Up (SDL_Library, C++, Design-Patterns)
Status: Finished (3 months)

This game is developed in C++ using the SDL 3.4 library, where I'm coding every aspect of the game from scratch.I focused heavily on using Design Patterns to ensure a modular system, optimized performance, and clean game logic.

The game is inspired by Chicken Invaders and Space Invaders 1978.


All Mechanics I've Implemented (Click to open)
  • Architecture: Utilized Singleton, State, Observer, Object Pool and Command patterns to manage global systems, game states, and memory-efficient entity spawning. Added Steamworks SDK into the build
  • Entity Logic: Developed a system for player movement and shooting system, meteor physics, meat physics, and deer behavior using optimized C++ classes.
  • Wave & Meat System: Implemented a dynamic wave spawner and a Meat currency system to track player progression and rewards. Different Waves inside different Levels with each of them having a narrative Introduction.
  • Economy & Loadout: Implemented a functional Shop system allowing players to purchase different weapons and shields to customize their progression.
  • Technical Art: Modeled all sprites and integrated them into the SDL rendering pipeline for a cohesive 2D aesthetic.
2D Models (Click to open)
  • Deer Shape
  • Strawberries
  • Meteor
  • Meat
  • Bullets/Shields
  • Player Ship
  • Missiles
  • Heal Icon

โ–ถ๏ธ Gameplay Video

๐ŸฆŒ Deer Invaders โ€“ Gameplay

๐Ÿ“ธ Screenshots





๐ŸฅŒ Curling Game

Genre: Sport (Unreal Engine, Maya, Mixamo, C++, Blueprints)
Status: Finished (2 months)

This project focuses on developing custom gameplay mechanics in C++ within Unreal Engine to develop custom gameplay mechanics. I also simulate the movement of a stone realistically. The game is a unique blend of curling and combat. All assets including the stones, brooms, hacks, and houses were modeled in Maya 2025 by myself.


All Functions I've Implemented (Click to open)
  • Character & Gameplay Systems: Designed and programmed character movement and camera, input handling, interactions, and emotes using a C++ and Blueprint hybrid approach.
  • Game Logic & Rules: Implemented core gameplay rules and curling win conditions strictly in C++ for performance and reliability.
  • Physics & Mechanics (C++): Developed custom physics for stone curling functions, launch power (impulse), and dynamic friction calculations.
  • Software Architecture: Applied Object-Oriented Programming (OOP) principles, specifically Inheritance, to manage distinct behaviors for Red and Blue stones.
  • Environment & Lighting: Created a dynamic Day/Night cycle and lighting system using Blueprints.
3D Models I've Made (Click to open)
  • Curling Stones
  • House Circles
  • Brooms
  • Hack

โ–ถ๏ธ Gameplay Video

Curling Game โ€“ Gameplay

๐Ÿ“ธ Screenshots


๐ŸŽฅ Camera Top Down RTS/Total War

Genre: 3D Camera Simulated of Total War Games (Unreal Engine, Blueprints)
Status: Finished (2 months)

This prototype was made in Unreal Engine with Blueprints to develop and create a camera and the feel of a Total War game. I also simulate the click when the mouse is close to the character. This prototype has been a good base to learn more about the camera movement possibilities and the click on character mechanic.

This prototype is inspired by Total War : Rome 2


All Functions I've Implemented (Click to open)
  • Advanced Camera System: Designed a top-down movement system including smooth panning, rotation, and zooming Zoom +/- functionality.
  • Unit Selection: Programmed a character selection system where units become active and controllable only when clicked by the player.
  • Edge Scrolling: Developed logic to detect the cursor's position on the viewport, triggering camera movement when the mouse hits the top, bottom, or side edges of the screen.
  • Visual Feedback (UX): Implemented dynamic visual highlights and hover effects that trigger when the mouse cursor points at a character.
  • Input Handling: Created a responsive control scheme tailored for tactical strategy games, ensuring fluid navigation across the battlefield.

โ–ถ๏ธ Gameplay Video

Camera RTS/Total War โ€“ Gameplay

๐Ÿ“ธ Screenshots


๐ŸŽจ 3D Sheriff Office (Asset)

Status: Finished (4 months)

This project focuses on the high-quality creation of environment assets inspired by the Office of Red Dead Redemption. The goal was to create and implement the assets inside Unreal Engine , from modeling to engine optimization, ensuring assets are both visually stunning and performance-friendly.

My inspiration was Red Dead Redemption 2


3D Models I've Made (Click to open)
  • Table
  • Horse Hitching post
  • Sheriff Office

๐Ÿ“ธ Screenshots


๐ŸฆŒ Deer Hunt

Genre: Hunting (Unreal Engine, Blueprints)
Status: Finished (3 months)

This prototype was made in Unreal Engine 5 with Blueprints to develop a Day/Night cycle, deer and wolves with behaviour, and pick up/drop mechanic. It was interesting to see the different possibilities I could do with a different engine from Unity.


All Functions I've Implemented (Click to open)
  • AI Behaviour: Implemented two distinct AI behaviors :
  • (Deer): They move around with different animations. If they see the player they try to run away
  • (Wolves): They move around and idle with different animation. If they see the player then they try to attack him.
  • Combat & Interaction: Programmed a weapon pickup system and a projectile-based shooting mechanic.
  • Environment System: Created a dynamic Day/Night cycle to enhance immersion and affect visibility during day and night.
  • Game Menu and UI: Menu and options available

โ–ถ๏ธ Gameplay Video

Deer Hunt โ€“ Gameplay

๐Ÿ“ธ Screenshots


๐Ÿƒ Infinite Runner

Genre: Endless Runner (Unity, Mixamo, C#)
Status: Finished (4 months)

This prototype was made with Unity, focusing on procedural level generation and character state management. The project has a smooth graphic design and a smooth player feedback loops.


All Functions I've Implemented (Click to open)
  • Procedural Generation: Developed a modular system that dynamically spawns 3 possible map segments that I created as the player advances, making it an "infinite" gameplay loop.
  • Performance Optimization: Implemented a cleanup logic to destroy past map segments has the player advance and generate not too far ahead to save performance.
  • Character & Animation: Programmed the player movement left/right and integrated Mixamo animations for fluid transitions and death.
  • UI & Game Loop: Designed a custom death menu and a scoring system that tracks player distance and coins.

โ–ถ๏ธ Gameplay Video

Endless Runner โ€“ Gameplay

๐Ÿ“ธ Screenshots

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