Carlos Ducamp
Game Developer
Software Engineer | Gameplay Programmer | Unity Developer | Interactive Systems Engineer from Mar del Plata, Argentina. Passionate about programming and game development, quick to learn new technologies. Worked on multiple projects. Skilled in Unity, C#, gameplay programming, and interactive mechanics. Always eager to take on new challenges.
TimberDoku
(Nintendo Switch)
I developed Timberdoku, a block puzzle game for Nintendo Switch. Players arrange wooden blocks to score points by completing lines or squares. Features level-based challenges.
I was responsible for core gameplay mechanics, UI/UX implementation, level system design, and full integration of art and audio assets.
Working at Bacord
During my time at Bacord, I worked on a variety of unpublished Unity games, focusing on gameplay programming, multiplayer integration, and team coordination. Key projects include:Multiplayer Fishing Game (2D) – Developed using Photon, this game features two players controlling ships that deploy grappling hooks to catch fish or a treasure crab. The objective is to score points by retrieving the most valuable catch.2D Pool Game – A classic two-player pool game built with Photon networking, implementing fundamental ball physics and game rules for online competitive play.Domino Game with AI – Developed a digital version of dominoes featuring an adaptive tile placement system and a dynamic zoomable game board. The player competes against an AI opponent, designed to simulate strategic decision-making. Focused on ensuring intuitive UX through automatic camera adjustments based on tile layout.Puzzle Slime Shooter – Inspired by Puzzle Bobble, this 2D game introduces a twist where falling slimes charge a power bar. Once filled, shooting a slime of a specific color triggers a unique power-up.Eggsplosion – A Bomberman-style game with chickens and egg-bombs that can be kicked in straight lines. Players aim to reach a central objective or win by eliminating the opponent three times, with a point-based fallback if time runs out.Chicken 'n Egg Party (10 Minigames) – Using the same aesthetic as Eggsplosion, I led the programming team. I designed the game's core architecture, created a reusable template for all minigames, implemented half of the games, advised on the others, and collaborated closely with AI and UI programmers to support both local multiplayer and AI opponents.Country Balls Reskin – Contributed to a complete visual and gameplay overhaul of a Suika Game-style project Country Balls, replacing assets with cryptocurrency-themed coins. The goal was to merge similar coins and reach high scores through strategic drops.
Unity Learn Courses
I developed two games by following official Unity Learn courses: John Lemon’s Haunted Jaunt and 2D Beginner: Adventure Game. These projects helped me strengthen my understanding of core Unity concepts, including scene management, animation, and basic scripting.
John Lemon’s Haunted Jaunt

Took the base tutorial and extended it with custom gameplay features to deepen the experience:Temporary Invisibility: Hold Shift to become invisible, avoiding enemy detection. Includes an energy bar system, cooldown, and automatic recharge.Improved AI with NavMesh: Ghosts now patrol using waypoints and actively chase the player when detected. They return to patrol when the player escapes or becomes invisible.Visual Feedback: Particle effects for invisibility activation and a visual marker to indicate the player’s position when hidden.This project allowed me to explore Unity’s NavMesh system, custom UI elements, and state-driven enemy behavior.
2D Beginner: Adventure Game

Built my own version of Unity’s 2D Beginner: Adventure Game tutorial, expanding it with additional features and polish. Key systems implemented:UI Toolkit: for building responsive interface elementsCinemachine + Confiner: for smooth and constrained camera movementTilemap System: for efficient level designParticle Effects: to enhance visual feedbackInteraction & Dialogue System: for a more engaging gameplay experience
Patagonia Game Jam: Ecos del Fondo
Ecos del Fondo is a first person short horror game developed in 3 days for the Patagonia Game Jam. You play as an agent of the Argentine SIDE investigating an abandoned underwater bunker, where unsettling and unexplained events begin to unfold.