About me
I grew up playing videogames, sharing this passion with my older
brother. It truly helped to develop a strong fascination towards the
possibility of creating those magical worlds myself. Went directly to
study Computer Engineering so I could understand how everything really
worked and I kind of liked it :)
From a programming background I started my carreer tinkering with
optimizations and gameplay logic and managed to release a couple of
games on Steam, along with many other smaller projects collaborating
with friends and family in weekend game jams. In the end, I'm very
grateful to the colleagues that have shared their journey and
experience with me in the different teams I have been part of.
Currently I'm looking for new projects and challenges to delve deeper
into gameplay systems and taking a curious look into the graphics
field.
Below you can find a brief summary of my professional experience.
Tech Stack
Unreal Engine
C++
Steamworks
Subversion
Git
Perforce
Confluence
HacknPlan
Miro
Discord
Batch
VS Codium
Python
Docker
OBS
Godot Engine
Blender
Krita Experience
Gameplay Programmer
Jul 2024 - Aug 2025 · 1 year
Worked closely with colleagues in the programming and game design departments, prototyping, iterating and polishing numerous gameplay mechanics and systems. Contributed to the release of PREQUEL on Steam.
- Design, creation and integration of C++ based core game systems: save system, debug tools and Unreal Engine's Gameplay Ability System (GAS)
- Implementing character controller and dynamic camera movement
- Managing the build pipeline via custom script solution integrated with Steamworks
- Profiling and optimization of custom world creation solutions
- Communicating with programmers, designers and animators
- Documenting core systems and most relevant development processes
Gameplay Programmer
Jun 2024 - Jul 2024 · 2 months
Started a new project (PREQUEL) from scratch laying the codebase foundations. Continued the project with a partner company: Tyclopus. My initial responsabilities were:
- Prototyping of character movement and dynamic cameras
- Creating a build pipeline using Steamworks
- Design and integration of custom debug tools for testing purposes in coordination with Q&A colleagues
Programmer
Apr 2021 - Dec 2023 · 2 years 8 months
From a freelance role I entered the team halfway into the development journey. Started fixing some gameplay logic in small levels. Followed by working in core systems, main character configuration, general profiling and numerous optimizations. Finally taking part in the multiplatform shipping process of The Crown of Wu. Some of the main responsabilities were:
- Adapting to an existing codebase
- Prototyping gameplay mechanics and UI
- Localization support for +10 languages in collaboration with external translators
- Platform-specific profiling and optimizations (Steam/EGS/PS4/PS5/Xbox Series)
- Managing the build pipeline via custom script solution integrated with Steamworks
- Creating custom debug tools
- Design and implementation of character controller and dynamic camera system
Programmer
Dec 2017 - Sep 2018 · 10 months
This was my first experience as a game developer within a multidisciplinary team of 10+ members. We released a game called Childhood and won the 'Best Family Game' award at the Playstation Talents' 5th edition (2018). Among my responsabilities the most relevant were:
- Communicating with game designers and producers
- Prototyping and polishing gameplay mechanics
- Collaborating in custom AI Crowds solution design and implementation
- Profiling and optimization