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Summary
Game Programmer with 5+ years of experience in the game industry with proficiency in Unreal Engine and Unity. Adept at coding and implementing various gameplay features such as User interfaces, game mechanics, combat skills, camera movements and AI. Skilled in collaborating with cross-functional teams to enhance gaming experiences and contributing to projects from inception to release.
Skills
Game Engines: Unreal Engine (2+ years), Unity (5+ years)
Programming: C++, C#, UMG, Blueprints visual scripting
Software: Git, Perforce, Visual Studio, JIRA, Trello
Languages: Spanish (Native), English (Fluent - C1)
Professional Experience
Gameplay Programmer
Life is The Game, Remote (January 2020 - Present)
Devomon - Unreal Engine 5
Role: Gameplay/UI Programmer
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Programmed multiple area skill attacks for different playable characters and dungeon bosses.
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Implemented roaming AI movement inside dungeons and use of special effects during player combat using Behavior Trees.
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Implemented UI screens for different areas of the game, including combat UI, Inventory, results screen, etc.
Omniwars - Unity
Role: Team Lead & Programmer
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Designed and developed all the gameplay logic from the game, including a turn-based combat system, AI combat behavior, assets integration and mobile input.
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Established individual workflows and consultation for a small 5-person team.
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Managed weekly meetings with the team to discuss current work progress and goals for the project.
Manikins Relics & Tactics - Unity
Role: Gameplay Programmer
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Implemented camera system that controlled all camera movements and cinematics.
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Contributed developing a dynamic input system to manage users input in multiple devices using Unity’s new input system.
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Collaborated with game designers to develop all AI gameplay logic, creating multiple enemy behaviors.
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Worked on skill execution logic including skill activation conditions, damage and effects, and skill behaviors.
Foresight sports FSX PLAY - Unity
Role: Junior Game Programmer
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Prototyped camera system for cinematics during shots and course views in collaboration with game designers.
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Implemented multiple game rules logic, including ball relocation logic for penalty areas and danger zones, as well as the gimmes indicator.
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Worked alongside game designers and artists to create a weather system and a course loading system using asset bundles.
Education
Universidad Autónoma de Bucaramanga
Systems Engineer
Bucaramanga, Santander (2015-2019)
Certificates
Professional Game Development in C++ and Unreal Engine
Tom Looman (2023)
C++ Programming for Unreal Game Development Specialization
Coursera (2022)