Lucas Pires Camargo, Developer in Porto, Portugal
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Lucas Pires Camargo

Software Engineer and Developer

Porto, Portugal

Toptal member since June 18, 2026

Bio

Lucas is a senior embedded and automotive software engineer with over 10 years of experience in embedded systems. His expertise spans automotive instrument clusters, ADAS integration, and digital manufacturing, with notable work at Luxoft and Pollux Automation. In the electronic entertainment sector, Lucas has also developed a custom Linux distribution and an OpenGL ES rendering engine for gaming platforms, demonstrating technical depth and reliability.

Portfolio

Luxoft
C++, Python, Linux, Qt, QML, AUTOSAR...
Pollux Automation
Python, C++, Linux, FastAPI, PostgreSQL, PLC, IP Cameras, Architecture...
Bluechip Studio
C++, Linux, Python, TCP/IP, Tornado, Redis, Linux IPC, Architecture, Back-end...

Experience

  • C++ - 10 years
  • Qt - 10 years
  • Software Engineering - 10 years
  • Embedded Systems - 10 years
  • Linux - 10 years
  • Python - 8 years
  • QML - 8 years
  • AUTOSAR - 3 years

Preferred Environment

Linux, AUTOSAR, Scalable service-Oriented MiddlewarE over IP (SOME/IP), Automotive SPICE, Qt, C++, Python

The most amazing...

...platform I've built is a full gaming system with a custom Linux distribution and OpenGL ES engine from scratch.

Work Experience

Senior Software Engineer

2023 - 2025
Luxoft
  • Developed embedded software for automotive instrument clusters and UI/UX systems.
  • Built and integrated Advanced Driver Assistance Systems (ADAS) systems under Automotive SPICE (ASPICE).
  • Applied test-driven development and quality processes for safety-critical automotive software.
Technologies: C++, Python, Linux, Qt, QML, AUTOSAR, Scalable service-Oriented MiddlewarE over IP (SOME/IP), Document Title Log (DLT), Architecture, Full-stack

Systems Analyst

2020 - 2023
Pollux Automation
  • Developed digital manufacturing solutions using Python and C++ on Linux.
  • Architected machine vision systems for safety inspection applications.
  • Built industrial product traceability solutions for key client accounts.
  • Provided specialized technical support for strategic accounts.
Technologies: Python, C++, Linux, FastAPI, PostgreSQL, PLC, IP Cameras, Architecture, Back-end, Full-stack, Technical Leadership, Refactoring, Performance Optimization

Software and Systems Developer

2016 - 2020
Bluechip Studio
  • Engineered and maintained a gaming platform engine in C++ on Linux.
  • Built a mixed 2D/3D graphics rendering engine from scratch using OpenGL ES 2.0.
  • Configured and maintained a custom Linux distribution for gaming machines.
  • Developed an M2M solution for accounting and performance evaluation of gaming machines.
  • Created tooling for software release and lifecycle management using Python.
Technologies: C++, Linux, Python, TCP/IP, Tornado, Redis, Linux IPC, Architecture, Back-end, Full-stack, Technical Leadership, Refactoring, Network Protocols, Performance Optimization

Research Assistant

2013 - 2016
Federal University of Santa Catarina
  • Conducted research in embedded and real-time operating systems.
  • Participated in industry-oriented system integration projects.
  • Integrated cellular communication modules and other peripherals to a bare-metal, custom research OS for river basin and weather monitoring applications.
Technologies: Embedded C++, Hardware, Operating Systems, Bare-metal Environment

Experience

ADAS Software Integration — Adaptive AUTOSAR Development

At Luxoft, I worked on the ADAS software stack for a next-generation software-defined vehicle (SDV) developed by a major European OEM.
My role was in the Adaptive AUTOSAR service layer, which was responsible for bridging the vehicle's internal ADAS logical core, implemented in MATLAB/Simulink via model-based engineering, and the broader vehicle software ecosystem. This included communication with a 3rd-party automotive vision and feature stack, as well as managing activation and deactivation logic, overrides, and precondition handling across vehicle subsystems developed by multiple independent teams.

The core of my work was the C++17 wrapper layer that translated the Simulink-generated logical core into compliant Adaptive AUTOSAR interfaces, ensuring correct integration with the surrounding vehicle processes. Where the model-based approach proved infeasible or overly complex, I implemented the logic directly in handwritten C++.

The project operated under Automotive SPICE, which imposed rigorous process requirements, including test-driven development and full requirements traceability throughout the development cycle.

Automotive Instrument Cluster — UI Development

At Luxoft, I worked on the UI layer of a next-generation automotive instrument cluster platform for a major European OEM, developed entirely in Qt and QML with a custom component library.

My responsibilities centered on UI bring-up and interface implementation, bringing up new screens and visual components from specification to working software on the target hardware. This included work on the heads-up display interface, as well as ongoing bug fixing and visual polish across the broader cluster UI.

The platform operated under AUTOSAR Adaptive, which meant UI development had to account for strict real-time and safety constraints alongside the usual challenges of performance and visual fidelity on automotive-grade hardware. Development was carried out entirely on Linux, with the team working against an automotive-grade target runtime environment.

Computer Vision Software Platform for Industry 4.0

Pollux Automation uses computer vision systems for different use cases in industrial settings. Some of these require a software-defined approach built on a digital manufacturing system (DMS) platform.

My role was to lead the team in charge of developing this CV module of the DMS, assist with hardware integration of IP cameras, establish the platform facilities and abstraction layers for assembling image processing pipelines, retrofitting and improving existing ML workflows into the vision platform, and defining the UI/UX paradigms for configuration, training, dataset management, and production flows.

Building on top of a Python codebase, we integrated proven ML frameworks such as PyTorch. We developed custom CFFI (C/C++-based) integrations for relevant software components, optimizing for predictable real-time performance, efficiency, and reliability.

Modernization and Graphics Rendering Engine Replacement

At Bluechip Studio, a small casino games studio based in Joinville, Brazil, I was in charge of modernizing a codebase that was over 10 years old while also maintaining and customizing the Linux distribution it ran on.

I served as the company's Linux and C++ platform specialist, ensuring that content programmers had the tools they needed and that the platform ran well on up-to-date hardware. The role was broad by nature, and I ended up building a significant amount of custom tooling along the way.

The most technically interesting part of the work was rewriting the entire rendering stack from scratch in OpenGL ES, replacing a legacy OpenGL 1.x codebase that had accumulated over a decade of additions. This brought substantial performance improvements and, crucially, made the platform portable to embedded hardware such as ARM SBCs.

Maintaining API and behavioral compatibility with existing games was the primary constraint, but the new foundation also opened the door to capabilities previously unavailable, including particle systems and 3D rendering layers.

Multiplatform Game Engine

https://camargo.eng.br/projects/newbase/README.html
This is a personal project. I built a multiplatform game engine with all the functionality required to implement 2D games. In addition to hardware-accelerated rendering and a node-based audio processing system, there are facilities for physics, tilemaps, particle systems, and more. A custom Lua-based scripting system ties it all together. Linux, Windows, Android, the Web, and even Nintendo Wii builds have been tested.

I work on this occasionally when time allows. It's first and foremost a fun thing for me to do.

Education

2011 - 2017

Bachelor's Degree in Mechatronics Engineering

Federal University of Santa Catarina (UFSC) - Joinville, Brazil

2014 - 2015

Master of Science Program in Software Engineering and Computer Sciences

Tampere University (TAU) - Tampere, Finland

Skills

Libraries/APIs

SDL, OpenGL ES, OpenCV, PyTorch, Linux API

Tools

CMake, Automotive SPICE

Languages

C++, Python, QML, Embedded C++, JavaScript, Lua

Platforms

Linux

Frameworks

Qt, Delta Live Tables (DLT)

Paradigms

Refactoring, Real-time Systems

Storage

PostgreSQL, Redis

Other

AUTOSAR, Software Engineering, Embedded Systems, 2D Graphics, Architecture, Back-end, Full-stack, Technical Leadership, Scalable service-Oriented MiddlewarE over IP (SOME/IP), Interactive UX, UX Prototyping, Digital Electronics, Power Electronics, Control Systems, Operating Systems, FastAPI, PLC, IP Cameras, TCP/IP, Tornado, Linux IPC, Hardware, Bare-metal Environment, Audio, Integration, Computer Vision, CFFI, Document Title Log (DLT), AUTOSAR XML (ARXML), Adaptive AUTOSAR, Network Protocols, Performance Optimization

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