Carlos de Oliveira Junior, Software Developer in Rio de Janeiro - State of Rio de Janeiro, Brazil
Carlos de Oliveira Junior

Software Developer in Rio de Janeiro - State of Rio de Janeiro, Brazil

Member since May 8, 2018
Carlos graduated with a degree in Design at ESPM-Rio. He has worked with interactive media since 2004 and focuses on new media, mobile, and web. Most recently, Carlos has worked on a variety of multimedia and interactive projects.
Carlos is now available for hire




Rio de Janeiro - State of Rio de Janeiro, Brazil



Preferred Environment

Webpack, Sublime Text, GitHub, Windows

The most amazing...

...project I've developed was Bicicletorama. I created the game engine, computational vision, and the shooter's AI for a multiplayer racing game.


  • Technology Director

    2015 - 2018
    • Managed teams and projects using sprints and Agile methodology.
    • Created interactive animations with parametric algorithms using Shaders(GLSL) in different projects like performances, videos, UIs, etc.
    • Prototyped projects with the most complex algorithm to test if the project is viable. That is made in various languages, depending on the projects needs. This is usually in JS, C++, or Processing.
    • Designed tech solutions as a consultant in the client projects, specifying hardware and software and integrating with the existing infrastructure.
    Technologies: Canvas, Node.js, JavaScript, CSS, HTML, Unity3D, C#, OpenGL, C++
  • Developer

    2010 - 2018
    • Developed the game engine and the computational vision in C++ for a multiplayer racing game, Bicicletorama. In the later version, I developed the shooter's AI.
    • Built a video commerce platform where the user can buy the products present in the video. I developed the player in Flash and integrated with the APIs.
    • Created real-time particles that interact with the dancer.
    Technologies: Flash, JavaScript, CSS, HTML
  • Professor

    2017 - 2017
    Instituto Europeo di Design
    • Taught a variety of courses including Creative Code I, Creative Code II, Creative Code III, Experience Design I, Experience Design II, and Project IV.
    Technologies: Processing
  • Developer

    2011 - 2015
    • Contributed to a multiplayer game where the users should manage resources. We used complex graphic animations to reach simple interactions.
    • Prototyped the fluid engine in C++ responsible for creating real-time wind simulation for flying objects and animals.
    • Created special effects with shader visuals using WebGL.
    • Designed special effects with shader visuals using GLSL for an interactive projection.
    • Developed special effects with shader visuals using WebGL, and integrated the MS Kinect point cloud over the network to create real-time effects.
    • Built a 3D touchscreen interface in Unity3D and visuals using shaders in GLSL.
    Technologies: Node.js, JavaScript, CSS, HTML, OpenFrameworks, Unity3D, C#, C++
  • Developer

    2010 - 2011
    • Built sites in Flash with complex animations.
    • Developed a site in Flash where you can see selected hotels with amazing views around the world.
    Technologies: JavaScript, CSS, HTML, Flash


  • Pixel Battle

    A collaborative experience where the users can paint a map while they are walking. It is a work in progress.

    Techs involved: JS, Leaflet, Firebase (real-time data stream).

    Role: Creator, Designer, and Full-stack Programmer

  • Bicicletorama

    Bicicletorama is a multiplayer racing game that aims to use the contrast between virtual and real, mobile and static in order to present the existing conflicts between automobiles and bicycles that exists in the big city.

    Each player uses a real bicycle as a controller for a virtual one that is projected in the board. Objects dropped in the projected area of the game become obstacles in the racing track that the cyclists must avoid.

    The main goal of this game is to create a discussion space about the use of bicycles as a transport in big cities. It aims not only to approach the issue in a creative and fresh way but also to create the means for new solutions to emerge.

    All project development steps were documented and presented online while they were happening, so supporters and collaborators could follow it up.

    Techs Involved: C++, OpenFrameworks, OpenGL, OpenCV

    Role: Co-author and Programmer (game engine and the computational vision system in C++. In the later version, I developed the shooter's AI.)

  • LaserBomb

    Laser Bomb puts you in control of laser power, it allows you to conquer surfaces that projectors can not.

    The project was developed with my good friend Harrison, we are the authors of the project and developed all the UI and codes related to it.

    The idea emerges from the necessity of providing information on streets during the riots in Rio de Janeiro. Most of my professional and recent projects were made with common projectors, but the light from the environment is always a problem. So we decided to use lasers instead.

    Techs involved: C++, Dart, HTML, CSS, WebSocket, UI Design, OpenCV, WebServer

    Role: Co-author, Designer, and Programmer (par programming in all tasks).

  • Me++

    The dance performance is an investigation into the world of dance and new technologies.

    In this performance, a dancer is confronted with another body not made of flesh and bones. It is the dancer’s virtual mirror. The issues that arise when these two presences, physical and digital are confronted is the focus of the work. The initial idea of this project is the result of a research carried out in the Haute École d’Arts in Geneva from Cris Maria Flor, while in Switzerland on the work of American choreographer Merce Cunningham (one of the pioneers in dance and new technologies).

    The project goal is to create an interactive device that can extend the gestures of the dancer, transposing the perception of the movement to a mix of the dancer with the projected image.

    Techs Involved: C++, OpenGL, Kinect, OpenCV

    Role: Co-author and Programmer

  • Vamoss

    Vamoss is my playground where I play with some visual experiments.

    Vamoss is also my nickname, I've been using it since my first projects with HTML in 2001.

    Techs Involved: Canvas, OpenGL, WebGL, JS, Three.js

    Role: Creator, Designer, and Programmer

  • Ian Can Fly

    A prototype of an infinity flying game developed in Three.JS and WebGL.

    Role: Creator, Designer, and Programmer

  • Brain Massage

    A game to improve your JavaScript knowledge to solve challenges. You write the algorithms and test the performance against your opponents.

    Role: Creator, Designer, and Programmer

  • Collaborative Drawing

    People can draw in their mobile browser and send their draw via WebSocket to Openframeworks, it makes a drawing buffer and sends the resulting texture via Spout, so you can manipulate with a VJ software.

    Roles: Creator, Designer, and Programmer

  • Visualistas

    Connect the physical with the digital through the classic game of back and forth. The physical object controls the movement of particles in the digital world.

    Role: Co-creator and Programmer


  • Languages

    CSS, HTML, JavaScript, GLSL, C++, C#, Processing, Python, PHP, C
  • Frameworks

    OpenFrameworks, Unity3D, A-Frame, Electron
  • Libraries/APIs

    Node.js, WebGL, Three.js, OpenGL, Google Street View, OpenCV, Instagram API, Twitter API, Facebook API, Google Maps API, LeafletJS, Vue.js 2, Cinder, React
  • Tools

    Canvas 2D, GitHub, Sublime Text, Webpack, Canvas, Flash
  • Paradigms

    Functional Programming, Object-oriented Programming (OOP), Agile
  • Other

    Shaders, Algebra, Mathematics, Single-page Applications (SPA), Progressive Web Applications (PWA), 3D Math
  • Platforms

    Windows, Linux, Android, iOS, MacOS
  • Storage

    MySQL, MongoDB


  • Bachelor's Degree in Digital Design
    2006 - 2009
    ESPM - Rio de Janeiro, Brazil
  • Technical Diploma in IT
    2002 - 2004
    Bruno Ostmann College - Macaé, Brazil

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