Henrique Teixeira
Gameplay & Physics Engineer
Indie Development
Building physics-driven games in Unity.
Former Unreal Engine gameplay engineer on Sea of Thieves.

What I’m Working On

SQUISH Prototype
Custom active ragdolls, procedural level generation and dynamic physics-based movement & combat systems – built in Unity.

Devlogs
Engineering devlogs covering problem-solving, gameplay design reasoning, and Unity systems architecture.

Engineering Background
A UK Bachelors and Masters degree on Video Game Development.
Co-dev engineering experience across several AAA titles in Unreal Engine; multiple seasons shipped on Sea of Thieves; transitioning to indie development and Unity.
Featured Devlog: Getting Unity Ragdolls to Behave
A breakdown of how I migrated from Unreal’s physics/animation pipeline to Unity’s active ragdoll approach.
Covering joint constraints, PID controllers, motor strategy, and early tests.
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