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    <title>Vitor Cantão</title>
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    <description>Recent content on Vitor Cantão</description>
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      <title>A Gameplay Framework with GAS based on Risk of Rain 2</title>
      <link>https://www.vitorcantao.com/post/gas-gameplay-framework/</link>
      <pubDate>Sun, 29 Jan 2023 00:00:00 +0000</pubDate>
      
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      <description>Introduction Crafting RPG-like systems and new skills is always a fun and enjoyable process. It offers creative freedom while also requiring careful game balance consideration. It&amp;rsquo;s often the meat of the gameplay loop, after all. As the primary inspiration for this project, Risk of Rain 2 does an incredible job of tackling complex synergies and well-thought skill kits, with fast-paced and intuitive gameplay.
To support this process, designers need systems that are flexible and enable frequent iteration, providing an optimal environment for emergent design.</description>
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      <title>Recreating the Climbing System from Zelda BOTW in Unreal (C&#43;&#43;)</title>
      <link>https://www.vitorcantao.com/post/climbing-system/</link>
      <pubDate>Thu, 23 Jun 2022 00:00:00 +0000</pubDate>
      
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      <description>Introduction The Legend of Zelda: Breath of the Wild needs no introduction. It’s a game that redefined the modern open-world formula. It’s all about exploration, discovery, and freedom. As such, movement plays a fundamental role in making the game loop fun. There is no shortage of great movement mechanics, and the climbing system is no exception. See a mountain on the horizon? You can climb it. Need to scout the area?</description>
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      <title>Recreating the Gloo Cannon from Prey in Unreal (C&#43;&#43;)</title>
      <link>https://www.vitorcantao.com/post/gloo-cannon/</link>
      <pubDate>Wed, 23 Mar 2022 00:00:00 +0000</pubDate>
      
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      <description>Introduction Prey (2017) is one of my favorite games. From the incredibly crafted non-linear level design to the player-centric systems and story, this game delivers a remarkable experience.
There is, however, one game mechanic from Prey that stands out: the Gloo Cannon. Recreating game mechanics is always a fun and rewarding process. So, as both a tribute and a learning project, I made this little fun project. I hope you like it!</description>
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      <title>[Demo] Character Controller with HFSM</title>
      <link>https://www.vitorcantao.com/post/character-controller/</link>
      <pubDate>Mon, 22 Nov 2021 00:00:00 +0000</pubDate>
      
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      <description>About In this project, I built a custom rigidbody-based character controller. All its actions, like jumping, climbing, and moving, are done with an HFSM (Hierarchical Finite State Machine), an implementation of the State Pattern.
Some features include:
 Ground Snapping and Slope control Custom Gravity Physics and Rigidbody interaction Variable Height Jump and Coyote Surface Climbing Swimming Relative movement (like sticking to a moving platform)  All the code is available at Github.</description>
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      <title>Gomoku Telegram</title>
      <link>https://www.vitorcantao.com/post/gomoku-telegram/</link>
      <pubDate>Tue, 29 Jun 2021 00:00:00 +0000</pubDate>
      
      <guid>https://www.vitorcantao.com/post/gomoku-telegram/</guid>
      <description>Introduction Telegram Gomoku is a web-based board game made specifically for the Telegram Messenger, made by my friend Genú (check him out) and me, as a side project. Gomoku, for those unaware, is a traditional Japanese board game that is also called Connect-Five.</description>
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      <title>Intro to Game Development in Unity - Pong 2</title>
      <link>https://www.vitorcantao.com/post/2-intro-to-game-development-in-unity-pong/</link>
      <pubDate>Mon, 03 Feb 2020 00:00:00 +0000</pubDate>
      
      <guid>https://www.vitorcantao.com/post/2-intro-to-game-development-in-unity-pong/</guid>
      <description>Ball Physics Now that we have our paddle moving correctly, we can move to the fun part - the ball physics!
Differently from the paddle, the ball will move independently, so we don&amp;rsquo;t need to worry about player input. It just needs to start moving and bounce whenever it hits something.
For that, let&amp;rsquo;s once again create a script to add the behavior we want. Name it Ball and add it to the ball gameobject.</description>
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      <title>Intro to Game Development in Unity - Pong 1</title>
      <link>https://www.vitorcantao.com/post/intro-to-game-development-in-unity-pong/</link>
      <pubDate>Mon, 20 Jan 2020 00:00:00 +0000</pubDate>
      
      <guid>https://www.vitorcantao.com/post/intro-to-game-development-in-unity-pong/</guid>
      <description>Introduction Welcome to the first tutorial on Intro to Game Development!
In this series, I aim to present to you the fundamentals of Game Dev by building fun games and well-known game mechanics. For this particular tutorial, we&amp;rsquo;ll be building Pong, a classic and simple game that will help us understand the basics.
Math, physics, programming, algorithms and Unity knowledge will all be present throughout the tutorials, and I hope you can learn and enjoy your time.</description>
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      <title></title>
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      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
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      <description></description>
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      <title></title>
      <link>https://www.vitorcantao.com/top/about/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
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      <description>About Me Hello! My name is Vitor Cantão.</description>
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      <title></title>
      <link>https://www.vitorcantao.com/top/books/</link>
      <pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
      
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      <description>Here are some books related to Game Development that I like and recommend  Code Game Engine Architecture  If you are an intermediate game dev, this book is the one that you should put right now on your desk. By the time you finish it, game engines may not be a magical black box anymore, but a wonderful world that you&amp;rsquo;ll start to understand. This knowledge will be invaluable when exploring more advanced topics later on.</description>
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