I’m a software engineer specialized in gameplay and systems programming, with a strong focus on building scalable, high-performance game architectures. I currently co-found and lead development at an indie studio, where I architect core systems in Godot and C#, mentor fellow programmers, and collaborate closely with design and art to deliver polished gameplay experiences. Before that, I worked as a UI Engineer in a AAA production environment, developing and maintaining user-facing features in Frostbite using C++ and ActionScript, navigating legacy systems, and contributing to automated testing and production pipelines. My background spans Unreal Engine gameplay systems, networking, and performance analysis, as well as earlier full-stack web development work. I enjoy designing clean, reusable systems and thrive in both agile and highly structured workflows. With advanced knowledge of C, C++, and C#, and hands-on experience across multiple engines and frameworks, I’m passionate about solving complex technical challenges and turning ambitious game ideas into reality—while keeping collaboration, mentorship, and continuous learning at the core of how I work.

Adrian Garvia Arrogante

I’m a software engineer specialized in gameplay and systems programming, with a strong focus on building scalable, high-performance game architectures. I currently co-found and lead development at an indie studio, where I architect core systems in Godot and C#, mentor fellow programmers, and collaborate closely with design and art to deliver polished gameplay experiences. Before that, I worked as a UI Engineer in a AAA production environment, developing and maintaining user-facing features in Frostbite using C++ and ActionScript, navigating legacy systems, and contributing to automated testing and production pipelines. My background spans Unreal Engine gameplay systems, networking, and performance analysis, as well as earlier full-stack web development work. I enjoy designing clean, reusable systems and thrive in both agile and highly structured workflows. With advanced knowledge of C, C++, and C#, and hands-on experience across multiple engines and frameworks, I’m passionate about solving complex technical challenges and turning ambitious game ideas into reality—while keeping collaboration, mentorship, and continuous learning at the core of how I work.

Available to hire

I’m a software engineer specialized in gameplay and systems programming, with a strong focus on building scalable, high-performance game architectures. I currently co-found and lead development at an indie studio, where I architect core systems in Godot and C#, mentor fellow programmers, and collaborate closely with design and art to deliver polished gameplay experiences. Before that, I worked as a UI Engineer in a AAA production environment, developing and maintaining user-facing features in Frostbite using C++ and ActionScript, navigating legacy systems, and contributing to automated testing and production pipelines.

My background spans Unreal Engine gameplay systems, networking, and performance analysis, as well as earlier full-stack web development work. I enjoy designing clean, reusable systems and thrive in both agile and highly structured workflows. With advanced knowledge of C, C++, and C#, and hands-on experience across multiple engines and frameworks, I’m passionate about solving complex technical challenges and turning ambitious game ideas into reality—while keeping collaboration, mentorship, and continuous learning at the core of how I work.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Spanish; Castilian
Fluent
English
Advanced
Japanese
Beginner

Work Experience

Full Stack Web Developer at Miotek Factory
June 1, 2016 - February 1, 2017
Making systems for an MMORPG using Unreal Engine with C++ and occasionally Blueprints. Using ASP.NET and C# as the main technologies, with JavaScript, HTML5 and CSS3 as supporting technologies.
Game Play/Systems Programmer/Architect at Bionic Ape SL
March 1, 2022 - August 1, 2023
Researching Unity and Unreal Engine areas independently; developing gameplay systems and architectural components.
Game Play/Systems Programmer/Architect at Independent Professional
August 1, 2023 - May 1, 2024
UI programming with internal technologies; freelance role in gameplay/systems programming and architecture.
UI Engineer at EA Sports
May 1, 2024 - March 31, 2025
UI programming with internal technologies; collaboration with UI/UX and gameplay teams to deliver user interfaces and tooling.
Lead Programmer at Lucky Chain Game Studio
March 1, 2025 - Present
Co-leading a small indie game studio and taking the role of lead programmer; responsible for game play systems and architecture.
Game Play/Systems Programmer/Architect at Bionic Ape SL
August 1, 2023 - May 1, 2024
Independent professional focusing on gameplay programming, systems architecture, and engine-level work.
Lead Programmer / Co-Founder at Lucky Chain Game Studio
March 1, 2025 - Present
Co-founded indie game studio; leading development of an unannounced prototype (NDA). Architecting core systems using Godot and C#. Mentoring 2 programmers; defining workflows and code standards. Collaborating with design and art to achieve 1:1 design-to-implementation fidelity. Managing source control, branching, and code reviews.
Gameplay Systems Programmer / Architect at Independent Professional
August 1, 2023 - May 1, 2024
Prototyped gameplay architecture patterns in Unreal Engine (C++). Analyzed Unreal Engine rendering and gameplay systems for performance trade-offs. Designed reusable, maintainable gameplay systems.
Gameplay Systems Programmer / Architect at BionicApe SL
March 1, 2022 - August 1, 2023
Implemented complex gameplay systems for a large-scale MMORPG using C++ and Unreal Engine. Researched Unreal Engine networking and replication internals. Worked in a small interdisciplinary team on a long-term live project. Applied unit testing practices within Unreal Engine workflows.

Education

Bachelor's Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - January 1, 2021
HND in Technical Computing at ESAT (Escuela Superior de Arte y Tecnología)
January 1, 2017 - January 1, 2020
Vocational Training in Web Application Development at IES Azarquiel
January 1, 2014 - January 1, 2016
Bachelor's Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - January 1, 2021
HND in Technical Computing at Escuela Superior de Arte y Tecnología (ESAT)
January 1, 2017 - January 1, 2020
Vocational training in Web Application Development at IES Azarquiel
January 1, 2014 - January 1, 2016
Bachelor’s Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - January 1, 2021
HND in Technical Computing at Escola Superior de Arte y Tecnología (ESAT)
January 1, 2017 - January 1, 2020
Vocational training in Web Application Development at IES Azarquiel
January 1, 2014 - January 1, 2016
Bachelor’s Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - January 1, 2021
HND in Technical Computing at Escuela Superior de Arte y Tecnología (ESAT)
January 1, 2017 - January 1, 2020
Vocational Training in Web Application Development at IES Azarquiel
January 1, 2014 - January 1, 2016
Bachelor’s Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - December 31, 2021
HND in Technical Computing at Escuela Superior de Arte y Tecnología (ESAT)
January 1, 2017 - December 31, 2020
Vocational training in Web Application Development at IES Azarquiel
January 1, 2014 - December 31, 2016
Bachelor’s Degree in Computer Graphics at Sheffield Hallam University
January 1, 2020 - December 31, 2021
HND in Technical Computing at Escuela Superior de Arte y Tecnología (ESAT)
January 1, 2017 - December 31, 2020
Vocational training in Web Application Development at IES Azarquiel
January 1, 2014 - December 31, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Professional Services

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
See more