I’m Fabián Alexis Castillo Salgado, a game designer and programmer with senior level experience, specialized in developing gameplay systems and player experiences both from the design and programming perspectives. Over the past decade I’ve led design efforts on in-house and client projects in Santiago, guiding teams, specifying programming requirements, and providing hands-on work to ship features. I have a strong C++ background and 10 years of experience working with Unreal Engine. My expertise is mostly focused on gameplay design and implementation, netcode, and physics simulations. My professional experience is mostly in combat-oriented and action genres, but as a lifelong gamer with a keen analytical approach to everything in life, I'm knowledgeable in most game genres.

Fabián Alexis Castillo Salgado

I’m Fabián Alexis Castillo Salgado, a game designer and programmer with senior level experience, specialized in developing gameplay systems and player experiences both from the design and programming perspectives. Over the past decade I’ve led design efforts on in-house and client projects in Santiago, guiding teams, specifying programming requirements, and providing hands-on work to ship features. I have a strong C++ background and 10 years of experience working with Unreal Engine. My expertise is mostly focused on gameplay design and implementation, netcode, and physics simulations. My professional experience is mostly in combat-oriented and action genres, but as a lifelong gamer with a keen analytical approach to everything in life, I'm knowledgeable in most game genres.

Available to hire

I’m Fabián Alexis Castillo Salgado, a game designer and programmer with senior level experience, specialized in developing gameplay systems and player experiences both from the design and programming perspectives. Over the past decade I’ve led design efforts on in-house and client projects in Santiago, guiding teams, specifying programming requirements, and providing hands-on work to ship features.

I have a strong C++ background and 10 years of experience working with Unreal Engine. My expertise is mostly focused on gameplay design and implementation, netcode, and physics simulations. My professional experience is mostly in combat-oriented and action genres, but as a lifelong gamer with a keen analytical approach to everything in life, I’m knowledgeable in most game genres.

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Experience Level

Language

Spanish; Castilian
Fluent
English
Fluent

Work Experience

Lead Game Designer at AOne Games
September 1, 2022 - March 31, 2026
Lead Game Designer for AOne Game's first party project Daybreak Slam. Design of game systems, game modes, project scope, implementation of character movesets. Also played a supporting role in the programming team helping to conceive and design solutions and algorithms for gameplay related features, and occasional hands-on programming. Lead Game Designer in a Work for Hire project for Chessverse, in an unpublished chess-based game created under a high profile IP. Designed all gameplay and system features from the ground up since the start of the project. Lead Game Designer in a Work for Hire project for Game Mill, in an unpublished Beat em' Up game created under a high profile IP. Designed all gameplay and system features from the ground up since the start of the project, including design of all playable and enemy character movesets and boss fight designs. Design of two first party game prototypes and several game proposals, both first party for AOne Games, and for potential Work for Hire clients of AOne Games.
Co-Founder / Programmer at Stormlight Studios
May 20, 2019 - May 31, 2022
Work for Hire development for 34 Big Things, working on updates for their game Goat of Duty. Primarily focused on improving netcode with a "Favor the Shooter" approach to develop latency compensation algorithms, development of an additional game mode (named Markhor Tag), and developing support and implementation for Steam Leaderboards. Unreal Engine 4 and C++. Work for Hire development for Iguanabee, working on the development of their game Little League World Series Baseball 2022 from the start of the project. Focused on gameplay features, match rules, batting physics, airborne ball physics, and interactions between players. Unreal Engine 4 and C++. Prototyping of unpublished first party projects within Stormlight Studios. Unreal Engine 4 and C++.
Gameplay Programmer at AOne Games
August 1, 2016 - March 31, 2019
Worked in the development of Omen of Sorrow, focused on programing gameplay features and deterministic game logic, architecture of each frame's sub-step execution order, and input validation algorithms. Also worked closely with the lead game designer as a technical advisor and defining programming tasks from game design requirements.

Education

Ingeniería Civil en Computación at Universidad Tecnológica Metropolitana (UTEM)
March 1, 2007 - November 30, 2016

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet

Experience Level

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