My passion project has been building a 3D game engine and level editor from the ground up with TypeScript, React, and Three.js. It's been my playground for learning the core skills: Engine & Systems: I built a modular ECS core for handling game objects efficiently. The whole thing runs on a command pattern for smooth undo/redo, and I offloaded physics and scripting to Web Workers to keep everything running fast. Graphics & Rendering: Set up a PBR rendering pipeline with all the good stuff: GPU Instancing, static batching, and smart culling to Page 1 of 3 handle a lot on screen. It also has LOD, shadows, and some cool environmental effects. Integrated a custom physics layer that handles collision detection, It sends events back and forth with the game logic, which lets some really neat emergent behaviors happen. Level Editor Tools: I built a full 3D level editor in React that combines a 2D design canvas with a live 3D viewport. It's got the standard gizmos for moving things around, face editing, prefab spawning, and live diagnostics. AI-Powered Design: This is a fun one, I hooked up the various LLM APIs to act as a level design assistant. You can just describe a level in plain English, and it will generate structured, game-ready data for the editor to place. The Tech Stack: My main tools are TypeScript, JavaScript, Three.js, React, Vite, and TailwindCSS. I'm comfortable with GLSL for shaders and use Git for version control.

Luis Condeço

My passion project has been building a 3D game engine and level editor from the ground up with TypeScript, React, and Three.js. It's been my playground for learning the core skills: Engine & Systems: I built a modular ECS core for handling game objects efficiently. The whole thing runs on a command pattern for smooth undo/redo, and I offloaded physics and scripting to Web Workers to keep everything running fast. Graphics & Rendering: Set up a PBR rendering pipeline with all the good stuff: GPU Instancing, static batching, and smart culling to Page 1 of 3 handle a lot on screen. It also has LOD, shadows, and some cool environmental effects. Integrated a custom physics layer that handles collision detection, It sends events back and forth with the game logic, which lets some really neat emergent behaviors happen. Level Editor Tools: I built a full 3D level editor in React that combines a 2D design canvas with a live 3D viewport. It's got the standard gizmos for moving things around, face editing, prefab spawning, and live diagnostics. AI-Powered Design: This is a fun one, I hooked up the various LLM APIs to act as a level design assistant. You can just describe a level in plain English, and it will generate structured, game-ready data for the editor to place. The Tech Stack: My main tools are TypeScript, JavaScript, Three.js, React, Vite, and TailwindCSS. I'm comfortable with GLSL for shaders and use Git for version control.

Available to hire

My passion project has been building a 3D game engine and level
editor from the ground up with TypeScript, React, and Three.js. It’s
been my playground for learning the core skills:
Engine & Systems: I built a modular ECS core for handling game
objects efficiently. The whole thing runs on a command pattern for
smooth undo/redo, and I offloaded physics and scripting to Web
Workers to keep everything running fast.
Graphics & Rendering: Set up a PBR rendering pipeline with all the
good stuff: GPU Instancing, static batching, and smart culling to
Page 1 of 3
handle a lot on screen. It also has LOD, shadows, and some cool
environmental effects.
Integrated a custom physics layer that handles collision detection,
It sends events back and forth with the game logic, which lets some
really neat emergent behaviors happen.
Level Editor Tools: I built a full 3D level editor in React that combines
a 2D design canvas with a live 3D viewport. It’s got the standard
gizmos for moving things around, face editing, prefab spawning, and
live diagnostics.
AI-Powered Design: This is a fun one, I hooked up the various LLM
APIs to act as a level design assistant. You can just describe a level
in plain English, and it will generate structured, game-ready data for
the editor to place.
The Tech Stack: My main tools are TypeScript, JavaScript, Three.js,
React, Vite, and TailwindCSS. I’m comfortable with GLSL for
shaders and use Git for version control.

See more

Experience Level

Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent
Portuguese
Fluent

Work Experience

Self-employed Software Developer at Self-employed
November 1, 2024 - Present
Full-Stack Game Engine Developer (Personal Project)
English Teacher at Meu Mundo Escola de Idiomas
May 1, 2024 - Present
English Teacher
Freelance Strength And Conditioning Coach at Freelance
January 1, 2018 - April 1, 2025
Freelance Strength And Conditioning Coach

Education

BSc Hons - Sports Rehabilitation and Strength Conditioning Coaching, Sports Studies at University of Plymouth
January 1, 2015 - January 1, 2018
Level 2 Certificate in Fitness Instructing at City College Plymouth YMCA
January 1, 2017 - January 1, 2017
Computing Foundation, Computer Software Engineering at City College Plymouth
January 1, 2015 - January 1, 2016
EDEXCEL BTEC NATIONAL DIPLOMA IT PRACTITIONERS (SYSTEMS SUPPORT) at Bridgwater & Taunton College
August 1, 2007 - June 1, 2009
EDEXCEL BTEC NATIONAL AWARD IN MEDIA PRODUCTION (GAMES DEVELOPMENT) at Bridgwater & Taunton College
August 1, 2007 - June 1, 2009

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment, Professional Services