Gilliard Lopes has been a creative and technical contributor to the EA SPORTS FIFA franchise since joining Electronic Arts in 2008. As a leading software engineer, designer and producer, he has been driving innovation and authenticity within all major FIFA titles that have garnered several international awards in recent years. A fiercely passionate football fan and thorough student of the game, Gilliard is a reference at the studio for his work on recreating the authentic atmosphere of real football matches from around the world. He has contributed decisively to the quality and authenticity of the game in four iterations of FIFA, as well as FIFA Ultimate Team, 2010 FIFA World Cup South Africa and, more recently, as the producer for computer graphics, presentation and animation on the official video game of the 2014 FIFA World Cup Brasil.
A native of Rio de Janeiro, Gilliard is a pioneer in Brazil’s growing video games industry, having worked there for 10 years before being recruited by the FIFA team at Electronic Arts in 2008. He earned a Bachelor’s degree in Computer Sciences and a Master’s degree in Computer Graphics from PUC-Rio. Gilliard is a fanatic supporter of Fluminense FC and Manchester City FC. When not watching football on TV or playing countless hours of FIFA and FUT every week, he enjoys playing Bioware games, old Adventure games, and everything from Nintendo.
Specialties
As a game designer/producer: feature design, specification and implementation, pre-production, fast prototyping, usability design, GD training, creative direction, technical direction, agile game development, Scrum, bridging the gap between programmers, designers and artists, external resources management
As a game programmer: game AI, computer graphics, gameplay programming, C/C++ (senior level)
Work History
Producer
Electronic Arts
November 2008 - Present
Current role: Rendering and Presentation Producer
I am currently employed as the Rendering and Presentation Producer in the FIFA team at Electronic Arts Canada. I am glad to have the opportunity to work with a team of passionate football fans and game industry experts every day, in the most successful sports franchise in video games history.
I have been fully credited in the following EA Sports games as a Producer:
- FIFA World Cup 2014 Brasil - Apr 2014
- FIFA 14 - Sep 2013
- FIFA 13 - Sep 2012
And as a Software Engineer:
- FIFA 12 - Sep 2011
- FIFA 11 - Sep 2010
- 2010 FIFA World Cup - May 2010
- FIFA 09 Ultimate Team - Mar 2009
I have also contributed for a shorter time to the following games:
- FIFA 15 - Sep 2014
- UEFA EURO 2012 - Apr 2012
- FIFA 10 - Oct 2009
Producer
Hoplon
May 2006 - September 2008
2 years of experience as the Producer of Taikodom (https://en.taikodom.com), a sci-fi action MMOG involving space exploration and combat. Contributed decisively in designing, planning and accomplishing the project development road map for 2006-2008, taking the game from pre-production to public beta. Constantly and successfully raised the bar regarding final product quality, enhancing the team's motivation and commitment to the project. Played a crucial role in bridging the gap between artists, designers and programmers, optimizing the production pipeline and managing external resources. Constantly contributed with technical advice in game design, software design and implementation issues as required by the team. Headed the implementation of Scrum.
Project Manager
Gapso
January 2006 - April 2006
Managed software development projects for clients in the oil and gas industry.
Instructor
Technology&Trainning;
August 2005 - March 2006
Worked as a game development instructor in the Advanced Game Developer course. Lectures include advanced C/C++, gameplay programming, computer graphics, artificial intelligence and scripting languages.
Programmer, Producer and Partner
Paralelo
April 1999 - December 2005
6 years of deep experience in games and engines development, acquired from intense collaboration with the well-known author and developer Fabio Policarpo. Worked as lead game designer, programmer and producer in two games and several engine demos and real-time rendering applications.
Projects at Paralelo:
· Fly3D and P3D Game Engines, SDKs and Demos
· Interzart 3D Virtual Store, developed with Fly3D 2.0 technology
· Wecoh Engineering Virtual Walk-through, developed with Fly3D 2.0 technology
· STJ Virtual Walk-through, developed with Fly3D 3.0 technology for the Brazilian government
· HookUp3D, virtual sex game developed with P3D technology
· Organ-O-Rama, serious game developed with P3D technology
· Conquest of Titan, space combat game developed with P3D technology for the Globo TV channel
Instructor
PUC-Rio
March 2003 - November 2004
2 years of experience as a game development professor in the Game Design and Development course. Lectures include game design, production, advanced C/C++, computer graphics and artificial intelligence.
Junior Programmer
ADDLabs
December 1998 - July 1999
Worked as a C++ programmer in several optimization applications for the oil and gas industry.