Hi, I’m Gabrielius (Gabe) Gintalas, a passionate Unity-focused game engineer and programmer who loves turning ideas into polished, interactive experiences. I enjoy building robust tooling, efficient systems, and engaging gameplay, all while collaborating with teammates to ship high-quality software. Currently an Intern Game Engineer at Cove, I’m iterating on real-time rendering, gameplay systems, and AI workflows. I value clean code, thoughtful design, and learning quickly in fast-paced environments.

Gabrielius 'Gabe' Gintalas

Hi, I’m Gabrielius (Gabe) Gintalas, a passionate Unity-focused game engineer and programmer who loves turning ideas into polished, interactive experiences. I enjoy building robust tooling, efficient systems, and engaging gameplay, all while collaborating with teammates to ship high-quality software. Currently an Intern Game Engineer at Cove, I’m iterating on real-time rendering, gameplay systems, and AI workflows. I value clean code, thoughtful design, and learning quickly in fast-paced environments.

Available to hire

Hi, I’m Gabrielius (Gabe) Gintalas, a passionate Unity-focused game engineer and programmer who loves turning ideas into polished, interactive experiences. I enjoy building robust tooling, efficient systems, and engaging gameplay, all while collaborating with teammates to ship high-quality software.

Currently an Intern Game Engineer at Cove, I’m iterating on real-time rendering, gameplay systems, and AI workflows. I value clean code, thoughtful design, and learning quickly in fast-paced environments.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Intern Game Engineer at Cove
January 1, 2024 - Present
Built a compute-shader island editor (hex grid) with real-time mesh-collider regeneration and GPU VFX, cutting CPU load ~3x and smoothing frames under load. Implemented a scalable decoration placement system using spatial hashing for fast lookups, live validity checks, and clear on-hover/placement overlays. Added dynamic terrain-layered editing with adaptive grids that auto-shift/re-seat decorations during topology changes to preserve valid placements. Designed an AI wildlife pipeline: grid-based spawners, stateful movement with avoidance using A* pathfinding, and multi-behavior agents for emergent ecosystems. Created Unity tools that mock JSON/backend responses and auto-setup test scenes, trimming the build–deploy loop by ~50% and enabling offline QA. Authored editor/placement/AI architecture diagrams; streamlined integration.

Education

B.S. in Computer Science at California State University - Fullerton
August 1, 2022 - May 1, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment