Aspiring Game Producer & QA-Focused Developer
Computer Science – Game Development | Drury University
Professional Scrum Master I (PSM I) Certified
About me
Hi, I’m Cody Lourenco, a Computer Science student specializing in Game Development at Drury University, graduating in 2027. I am pursuing minors in Cyber Risk Management and Business Administration, which have shaped my interest in the production, organization, and long term planning side of game development. Originally from Winnipeg, Manitoba, Canada, I am currently studying and competing as a student athlete in the United States.
I am currently leading a year long practicum project where I help manage development, coordinate team workflows, and guide the project from early concept through active production. This role has given me hands on experience with sprint planning, task tracking, cross discipline communication, and maintaining momentum toward milestones. As part of this practicum, I will be attending a professional game and immersive technology conference in Tampa Bay in February and March, where our project will be showcased in a real world industry setting.
My work focuses on understanding how games come together as complete products. While I enjoy development and technical problem solving, I am especially interested in how teams collaborate, how pipelines are structured, and how early production decisions impact the final player experience. I have worked with Unreal Engine, Unity, Jira, and GitHub to support both creative development and organized production workflows.
Outside of development, I compete in hockey and lacrosse while maintaining a 3.65 overall GPA. Balancing athletics alongside a demanding Computer Science curriculum has strengthened my time management, communication skills, and ability to perform under pressure.
My long term goal is to grow into a producer role where I can help teams stay aligned, solve problems early, and ship polished, high quality games. This portfolio highlights my projects, trailers, and production experience as I continue building toward internships and future opportunities in the game industry.
Projects
Rising Bravery
Medical VR Practicum Project
Intro
Rising Bravery is a medical virtual reality experience developed as part of a year long practicum at Drury University. The project is designed to create an engaging and accessible VR experience for pediatric healthcare environments, focusing on comfort, curiosity, and immersion without the use of traditional controllers.
I serve in a production focused role on the project, helping manage development, coordinate team workflows, and guide the experience from early concept through active production and external presentation.
Project Overview
Rising Bravery is a VR experience designed for short, guided sessions suitable for hospital settings. Players explore interactive environments and themed dragon worlds using gaze based mechanics and intuitive interactions, allowing for easy onboarding and minimal setup. The project prioritizes accessibility, performance stability, and comfort to support use on standalone VR headsets.
My Role
Practicum project manager
Sprint planning and backlog organization
Task coordination across engineering, art, and design
Cross discipline communication and progress tracking
Milestone planning and delivery oversight
Preparation for professional conference presentation
Conference Showcase
Rising Bravery will be showcased at the 10th Annual Virtual Reality and Healthcare Global Symposium hosted by the International Virtual Reality Healthcare Association in partnership with Moffitt Cancer Center. The conference will take place February 27 to March 1, 2026 in Tampa, Florida and brings together professionals across healthcare, technology, and immersive media.
Perception
Unreal Pathfinders Team Project
Intro
Perception is a first person horror maze game developed by the Unreal Pathfinders team using Unreal Engine. The project focuses on atmosphere, tension, and player survival through a corn maze environment, featuring an enemy driven by animation, AI behavior, and player health and stamina systems.
I served as the producer on the project while also contributing directly to gameplay implementation through Unreal Engine Blueprints and animation systems. My role involved guiding the team through development milestones while helping bring the game to life through hands on technical work.
Project Overview
Perception places players in a dark maze environment where survival depends on awareness, movement, and resource management. The game emphasizes tension through lighting, sound, and enemy behavior rather than large scale combat. Scope decisions were made intentionally to ensure stability and polish within a limited timeframe, resulting in a focused and complete experience.
The project was developed collaboratively by a small team, with clear role ownership and shared responsibility for delivering a playable and cinematic final build.
My Role
Producer for the Unreal Pathfinders team
Sprint planning and milestone coordination
Task organization and progress tracking
Blueprint implementation for gameplay systems
Animation integration for enemy behavior and player feedback
Support for cinematics and in game presentation
Ensured feature scope aligned with timeline and stability