1.
Erick Baptista Passos
Rua Albertino Neiva, 2677
Teresina, PI 64045385 Brazil
T +55 86 98181 6003
erickpassos@gmail.com
http://sertaogames.com
FOUNDER
LEAD PROGRAMMER
for Latin America
SUMMARY
I like to create games and solve the complex problems related to this task with clever combination of
math, algorithms and fun.
My experience in the industry includes doing network middleware development for Exit Games, and
founding and leading my own game studio (Sertão Games). I've also been lead programmer and project
manager for mid sized teams (10~20 people) in a software house (Infoway), and I teach computer
science at IFPI since 2004.
Notable skills are design and development of object oriented middleware and API; interest in advanced
problem solving; and also teamwork & leadership. I like to code in many languages, but especially C#
(Unity), Java and C/C++.
EDUCATION
Universidade Federal Fluminense (UFF), NiteroiRJ, Brazil — PhD, 2008 2012
MIT Media Lab, CambridgeMA — Visiting PhD Student, 2010 2011
Universidade Federal de Campina Grande (UFCG), Campina GrandePB, Brazil — Masters, 2001
2003
Ass. de Ensino Sup. do Piauí (AESPI), TeresinaPI, Brazil Graduation in Informatics, 1996 2000
EXPERIENCE
Lead Developer (Latin America), Exit Games
Teresina, PI — 2016now
Exit Games are the maker of the Photon family of network/multiplayer middleware and infrastructure.
I joined their team in 2016 as a senior programmer and have been developing proof of concepts, demos
and leading a small team that is creating a couple of new products for them.
Products being developed:
● Photon TrueSync (role: techlead and project manager): a lockstep middleware for Unity on
top of photon cloud. Includes a replacement deterministic physics engine, fixed point math,
automatic replays and a fullfeatured prediction/rollback system to tackle latency issues. Role:
project manager and techlead;
● Photon Thunder (role: leadprogrammer and project manager): a replacement
transportlayer for the new UNet Unity network system. Includes transparently using photon
matchmaking behind normal UNet high level API, a photonbased transport layer, and the
hybrid use of NAT punchthrough when available (using features from the raknet native
C/C++network library);
2. Chief Engineer/Founder, Sertão Games
Teresina, PI — 2011now
Independent game studio focused on creating original IP. I’ve been the lead programmer and producer
at the studio, designing and developing on core gameplay and AI code in C# for Cangaço, and the new
Asset Store packs.
Highlights
● Products developed include a singleplayer 3D realtime tactics developed in Unity3d (C#), and
a turnbased 2D strategy game for social networks with HTML4 + Google App Engine.
Recently, we've developing multiplayer demo projects for the Unity Asset Store, which have
been published by Exit Games.
● We also like to organize game jams and workshops for the local game development community.
Cangaço Wargame, Cangaço and M.O.B.A from Sertão Games.
Our satellite event was one of the highlights of NASAhosted Dark Side of the Jam.
Lead/Emeritus Engineer, Infoway ehealth company
Teresina, PI — 20052007, 20112014 (consulting)
R&D head and lead engineer, directly responsible for creating innovative products and processes that
resulted in winning the Brazilian National Innovation Award 2013, and achieving a 10fold revenue
increase (from 2005 to 2012).
Accomplishments
● Has designed and led the development of the company’s web framework, used in largescale,
productiongrade, healthinsurance systems that have managed ~1 million people since 2006;
● Responsible for the Idea Pitch initiative, where employees may develop new ideas/prototypes
using 20% of their workhours and present them for incubation and possibly spinningoff as
separate businesses;
● Mentored the company’s R&D department, which focus on computational intelligence.
Associate Professor, UFPI (grad school only)
Teresina, PI, Brazil — 2012now
Computer Science Professor. Interested in artificial intelligence, human vision and game technology.
Lectures project and analysis of algorithms and computational photography courses.
Research Highlight
● CATRA: device for detecting and mapping early cataracts in the human eye (at the MIT Media
Lab, jointly with Vitor Pamplona and Ramesh Raskar USPO Patent # US8746885).
3.
CATRA: testing light diffusers, early prototypes, Ramesh Raskar presenting CATRA at TedxBoston
Professor, IFPI
Teresina, PI, Brazil — 2004now
Computer Science Professor. Lecturer of computer architecture, enterprise programming, web
programming, and computer graphics and multimedia systems undergraduate courses.
Project Highlight
● Vision Blocks: (collaboration with MIT Media Lab) a visual language for computer vision.
Designed and helped the development of the new interpreter and interface with a group of IFPI
students.
Vision Blocks: demos on official website.
INDIE GAMES AND DEMOS
M.O.B.A tutorial and demo (ETR: Sep 2016) flagship lockstep/rollback demo
(Photon TrueSync)
A complete project/tutorial for the Unity Asset Store, it is a sample game of the moba genre (LoL, Dota
2, Heroes of the Storm, etc) developed in Unity 3D and Photon TrueSync. With a scifi setting, it
features well designed OO code (only ~50 scripts with ~50 lines of code each) and the finished pack
will include a MOD Guide (no programming required), a complete code tutorial (100+ pages) and a
video series. I'm the solo designer and programmer for this project.
7. EXTRAS
A AWARDS RECEIVED
Brazilian National Innovation Awards 2013 (1st prize: Infoway’s Idea Pitch)
Prêmio Interaje 2012 (Web Entrepreneur of the year: Sertão Games)
Google App Engine Awards 2012 (Vision Blocks)
SEKE 2012 (3rd Best Paper Working and Playing with SCRUM)
Vodafone Foundation Wireless Innovation Award 2011 (1st Prize CATRA/NETRA)
Popular Science’s Best of What’s New 2011 (CATRA Health)
MIT Global Challenge 2011 (Public Choice Award CATRA)
MIT Ideas Competition 2011 (Winner Award CATRA)
B SELECTED PUBLICATION (gamerelated research)
A Perception Simulation Architecture for Plot Generation of Emergent Storytelling. BATISTA, D;
Pozzer, C. T; Clua, E. W. G; PASSOS, E. B. In: CGAT, 2012, Bali, Indonesia. Proceedings of CGAT
2012.
CATRA: Cataract Maps with SnapOn Eyepiece for Mobile Phones. PAMPLONA, V. F.; PASSOS, E.
B.; ZIZKA, J.; OLIVEIRA, M. M.; LAWSON, M. E.; CLUA, E. W. G.; RASKAR, R. ACM Transactions on
Graphics, v. 30, p. 10, 2011. Presented at SIGGRAPH 2011. Vancouver, Canada, August 2011.
Sound Wave Propagation Applied in Games. ZAMITH, M.; PASSOS, E.; BRANDAO, D. N.; CLUA, E.
W. G.; MONTENEGRO, A.; TOLEDO, R. L.; KISCHINHEVSKY, M. In: Proceedings of the IX Brazilian
Symposium on Computer Games and Digital Entertainment, FlorianopolisSC, Brazil. 2010.
A Bidimentional DataStructure and Spatial Optimization for Supermassive Crowd Simulation on
GPU. PASSOS, E. B.; JOSELLI, M. E.; ZAMITH, M. P.; MONTENEGRO, A.; CLUA, E. W. G.; FEIJO,
B. In: ACM Computers in Entertainment: CIE, Volume 7, Issue 4, Article #60, 2009.
Smart Composition of Game Objects using Dependency Injection. PASSOS, E. B.; SOUSA, J. W.;
CLUA, E. W. G; MURTA. L. In: ACM Computers in Entertainment., Volume 7, Issue 4, Article #53,
2009.
Neuronal Editor Agent for Scene Cutting in Game Cinematography. PASSOS, E. B.;
MONTENEGRO, A.; CLUA, E. W. G. In: ACM Computers in Entertainment: CIE, Volume 7, Issue 4,
Article #57, 2009.
Hierarchical PNF Networks: A Temporal Model of Events for the Representation and Dramatization
of Stories. PASSOS, E. B.; POZZER. C. T.; MONTENEGRO, Anselmo; SILVA. F. S. C.; CLUA, E. W.
G. In: Proceedings of the VIII SBGames, Rio de JaneiroRJ, Brazil. 2009.
Real time featurebased parallel morphing in GPU applied to texturebased animation. ZAMITH, M.;
CLUA, E. W. G.; MONTENEGRO, A.; PASSOS, E. B.; LEAL, R.; CONCI, A. IEEE Proc. of the 16th
IWSSIP. London. Region 8, 2009. v. 16. p. 145150.
A Novel Algorithm to Verify the Solution of Geometric Puzzle Games. SIQUEIRA, M.; ALVES, R.;
CLUA, E.; PASSOS, E. B.; SILVA C.; MONTENEGRO, A.; OLIVEIRA, J. C. In: VIII Brazilian
Symposium on Computer Games and Digital Entertainment, Rio de JaneiroRJ, Brazil. 2009.
Supermassive Crowd Simulation on GPU based on Emergent Behavior. PASSOS, E. B.; JOSELLI,
M.; ZAMITH, M. P.; MONTENEGRO, A.; CLUA, E. W. G.; FEIJO, Bruno. In: VII Brazilian Symposium
on Computer Games and Digital Entertainment, 2008, Belo HorizonteMG, Brazil. SBGames 2008
Proceedings, 2008. (conference best paper).