Henrique Teixeira
Game Developer

Unreal Engine specialist at Flix Interactive

Unity enthusiast building games in my free time

☝️

BSc & MSc in Video Game Development




What I’m Working On In My Free Time

Cognitive Tasks Training App
(Unity Mobile)

Tower of London: A Breadth-First Search Algorithm Application

From a 3D Unreal prototype to a touch-first Unity 2D mobile app: architecture, UX, data logging, and preparation for iOS/Android release.

  • Touch interface
  • Exercise explanation
  • Repeatable training sessions
  • Data logging with insight

SQUISH Party

Unity Active Ragdolls, Physics-driven chaos!

I’m actively working on a Gang Beasts meets American Ninja Warrior game for kids.
Characters are set up with RigidBodies, Colliders, ConfigurableJoints and animations, with physics driven movement, combat and gameplay.


What I Have Worked On

Best Evolving Game – Winner (2021)
Best Evolving Game – Nominee (2019, 2021, 2025)
Best Multiplayer – Nominee (2019)

Sea of Thieves offers the essential pirate experience,
from sailing and fighting to exploring and looting
everything you need to live the pirate life and become a legend in your own right.”

  • Unreal Engine 4 | C++ | Blueprints
  • 2021 BAFTA Awards Winner

Contribution

As part of a co-dev engineering team, I have helped ship multiple seasons of Microsoft Rare‘s live-service flagship title Sea of Thieves.
I worked on an enormouse range of gameplay systems & tools, executing time-sensitive server hotfixes, profiling and optimisation, improving automated workflows and closely collaborating with different disciplines (QA, Design, UI, Backend, Marketing, etc), supporting several major content updates for one of Xbox Studios’ most successful new-IP titles of the last generation.

Click Learn More to learn about my many contributions to this fantastic game!

WARDOGS rewrites the rules of all out warfare having three teams fight over air, land & sea to seize and secure a dynamic 100 player battlefield – where every tactical decision, split-second risk and teamplay action is rewarded.”

  • In Development
  • Multiplayer FPS | Realistic Military Sim
  • Unreal Engine 5 | C++ | Blueprints
  • Co-developed with BULKHEAD

Contribution

I was part of a small outsourced engineering team maintaining game health. We fixed 100+ issues across the codebase, improving stability, gameplay behaviour, and player experience. I also took part in regular playtests to uncover missed bugs, providing gameplay footage and feedback.

“A co-operative sci-fi survival FPS immersed in space horror.
Survive together as you embark on terrifying expeditions.
Secure and defend footholds across the toxic planet, on a mission to terraform a planet infected by a terrible cosmic horror.”

  • In Development
  • FPS | Horror | Co-op | Survival
  • Unreal Engine 5 | C++ | Blueprints
  • In-house project

Contribution

On this unreleased in-house project, I owned several core systems across a mature Unreal Engine codebase.
I implemented an adaptive, event-driven music system using the Unreal Engine Quartz Subsystem, enabling BPM-synced track manipulation based on gameplay states (player position – enemy proximity – active combat).
I also led a modern UI revamp using Slate and UMG, building a modular and designer-focused pipeline for new user interface implementations.

ONGOING NON-DISCLOSED PROJECT
Porting a successful game on Steam to Xbox and PS5.

  • Proprietary Engine
  • Porting PC to Xbox and PS5
  • C++ / TypeScript / React / SCSS
  • Coherent Gameface Integration

Contribution

I am part of a small team of developers porting a successful game on Steam (along with its proprietary engine) to consoles, with a current major focus on replacing its current UI integration framework — Chromium Embedded Framework (CEF) — with Coherent Gameface.

This requires deep work across C++ engine systems and platform-specific constraints. We are implementing the full Coherent Gameface rendering pipeline, wiring input, events, and resource loading, resolving threading and lifetime issues between engine/UI layers, and ensuring deterministic behaviour across PC and console builds. We are also re-architecturing multiple UI flows in HTML/SCSS/TypeScript to work within Gameface’s stricter layout and rendering model, profiling and optimising performance, memory usage, and startup times.

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