I'm a software engineer focused on gameplay and technical systems, with over nine years of professional experience developing software in C# and .NET. For the past six months I've been working primarily in Godot. I'm prototyping a horror game that uses fragment shaders to explore how human vision adapts to darkness, and using it as an opportunity to learn graphics programming. My background also includes Unity, where I completed a Unity 3D Game Programming certification. I've shipped two game jam games in the last two months. In Interdimensional Spinning Championship, I built the core spinning mechanic: mouse-driven rotation, a dizziness system, and sensitivity tuning. I ended up retuning the controls after watching how people actually played it. In Stone Soup, I handled the programming, gameplay, and sound. The movement mechanics went through a few changes once I saw how players were actually moving through it. What I enjoy most is understanding how systems work, whether that's gameplay mechanics, rendering, or why something behaves the way it does. That comes from my professional background in production software, where debugging unexpected behaviour and keeping software running for real people is just part of the job. I bring the same habit to games: watch what's happening, figure out why, then fix it. I'm looking for gameplay programming and technical systems work where curiosity and careful engineering matter just as much as delivering a finished game.

Diogo Carvalho

I'm a software engineer focused on gameplay and technical systems, with over nine years of professional experience developing software in C# and .NET. For the past six months I've been working primarily in Godot. I'm prototyping a horror game that uses fragment shaders to explore how human vision adapts to darkness, and using it as an opportunity to learn graphics programming. My background also includes Unity, where I completed a Unity 3D Game Programming certification. I've shipped two game jam games in the last two months. In Interdimensional Spinning Championship, I built the core spinning mechanic: mouse-driven rotation, a dizziness system, and sensitivity tuning. I ended up retuning the controls after watching how people actually played it. In Stone Soup, I handled the programming, gameplay, and sound. The movement mechanics went through a few changes once I saw how players were actually moving through it. What I enjoy most is understanding how systems work, whether that's gameplay mechanics, rendering, or why something behaves the way it does. That comes from my professional background in production software, where debugging unexpected behaviour and keeping software running for real people is just part of the job. I bring the same habit to games: watch what's happening, figure out why, then fix it. I'm looking for gameplay programming and technical systems work where curiosity and careful engineering matter just as much as delivering a finished game.

Available to hire

I’m a software engineer focused on gameplay and technical systems, with over nine years of professional experience developing software in C# and .NET.

For the past six months I’ve been working primarily in Godot. I’m prototyping a horror game that uses fragment shaders to explore how human vision adapts to darkness, and using it as an opportunity to learn graphics programming. My background also includes Unity, where I completed a Unity 3D Game Programming certification.

I’ve shipped two game jam games in the last two months. In Interdimensional Spinning Championship, I built the core spinning mechanic: mouse-driven rotation, a dizziness system, and sensitivity tuning. I ended up retuning the controls after watching how people actually played it. In Stone Soup, I handled the programming, gameplay, and sound. The movement mechanics went through a few changes once I saw how players were actually moving through it.

What I enjoy most is understanding how systems work, whether that’s gameplay mechanics, rendering, or why something behaves the way it does. That comes from my professional background in production software, where debugging unexpected behaviour and keeping software running for real people is just part of the job. I bring the same habit to games: watch what’s happening, figure out why, then fix it.

I’m looking for gameplay programming and technical systems work where curiosity and careful engineering matter just as much as delivering a finished game.

See more

Experience Level

Expert
Expert
Expert
Expert

Language

Portuguese
Fluent
English
Fluent
Spanish; Castilian
Beginner

Work Experience

Senior backend engineer / Senior Software Engineer (Backend Web) at Global Blue
March 1, 2022 - February 1, 2026
Backend web work with ASP.NET Core/.NET, RabbitMQ, and SQL Server in production-critical event-driven systems. Eliminated recurring consumer failures by redesigning RabbitMQ recovery logic, reducing “zombie” consumers and manual restarts to zero, improving uptime to ~99.9%. Established company-wide observability by instrumenting shared infrastructure libraries with OpenTelemetry and creating adoption documentation. Improved CI reliability with expanded Testcontainers integration testing (SQL Server + RabbitMQ). Reduced performance-testing lead time from 1–2 weeks to 2–4 days by automating JMeter plan discovery/execution/result collation. Implemented centralized Count1 OData API to replace per-adapter XML configuration, reducing operational risk. Built an MCP service enabling LLM agents to query Bitbucket repositories and pull requests. Led AI-assisted development adoption via prototypes and Copilot workshops for ~20 engineers.
Junior Software Developer (CTI development) at Portugal (as listed in resume)
September 1, 2018 - November 1, 2021
Developed and maintained CTI integrations for telecom contact-center platforms using Genesys on-premise systems. Implemented Genesys CTI voice strategies in C# and ASP.NET MVC, including on-call troubleshooting of production issues. Reduced operational fragmentation by designing and implementing an internal CTI management portal using C# and ASP.NET MVC5, consolidating multiple legacy tools into a single system of record.
Software Developer at 1/2 Fyld (at Whitestar) — Legacy loan-management platform (SIS) and green-field replacement (Galaxy)
September 1, 2018 - February 1, 2022
Worked on a legacy loan-management platform (SIS) and its green-field replacement (Galaxy) using .NET, SQL Server, and React. Stabilized high-volume production by resolving 1,000+ tickets and reducing support backlog by 75% (~2,000 to 500) while supporting 300+ daily users. Led Galaxy migration strategy to ensure safe zero-migration to a new platform, moving large volumes of historical data into a new EF Core schema. Delivered critical business functionality on schedule after transitioning to the Galaxy core squad, collaborating across React and .NET. Improved team throughput by mapping SDLC waste as part of a Kaizen initiative and rolling out workflow improvements across two teams.
Software Developer Intern (WATERDOG mobile) at WATERDOG mobile
October 1, 2017 - September 1, 2018
Developed features for the MAI Mobile Android application: integrated REST APIs with Retrofit, handled JSON/XML, implemented SQLite persistence, and built geolocation functionality backed by production government datasets.

Education

EQF 4 - IT Systems Management at Escola P de Educação pa o Desenvolvimento (EPED)
January 1, 2016 - December 31, 2016
Unity 3D Game Programming — Master (18/20) at Mt. de Caparica / Seixal (as listed in resume section for Unity coursework)
January 1, 2017 - December 31, 2017
48 5: Programming in C# (as listed in resume) at 48 5 (as listed in resume)
January 1, 2020 - December 31, 2020
CeB Netwoertificate — Cent ego e FoHI &lSeixal (as listed in resume) at Cent ego e FoHI &lSeixal (as listed in resume)
November 1, 2016 - May 31, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Telecommunications, Government
    Stone Soup

    A short third-person runner made for the Indie Game Clinic Collab Jam '26. I handled programming, gameplay, and sound, working through a speed-builds-heat routing mechanic and adjusting it based on player feedback. [Play it here](https://www.twine.net/signin #godot #gameplayprogramming #sounddesign #gamejam

    Interdimensional Spinning Championship

    Core spinning mechanic for an arcade tug-of-war built for The Very Serious Juniper Dev Game Jam: mouse-driven rotation, a dizziness/redline balance system, and sensitivity tuning, refined after watching how people actually played it. [Play it here](https://www.twine.net/signin #godot #gamedevelopment #csharp #gamejam

Hire a Game Developer

We have the best game developer experts on Twine. Hire a game developer today.