I am a passionate and technically driven Gameplay Programmer with solid experience in C++, C#, Unity, and Unreal Engine, developed through collaborative academic and personal projects. I excel at implementing gameplay systems, player interaction, and camera mechanics to create immersive and responsive experiences. Working closely with designers, I translate ideas into polished gameplay features that enhance player engagement. Currently, I am a Gameplay Software Engineer at Roll 4 Studios, focusing on a first-person horror game using Unreal Engine 5.3. I have also contributed to various academic projects, including a side-scrolling beat-’em-up and a third-person action/adventure game, where I implemented combat systems, dynamic cameras, and environmental gameplay elements. I enjoy working in agile teams and utilizing tools like Jira, Perforce, and Visual Studio.

Jonathan Rivero

I am a passionate and technically driven Gameplay Programmer with solid experience in C++, C#, Unity, and Unreal Engine, developed through collaborative academic and personal projects. I excel at implementing gameplay systems, player interaction, and camera mechanics to create immersive and responsive experiences. Working closely with designers, I translate ideas into polished gameplay features that enhance player engagement. Currently, I am a Gameplay Software Engineer at Roll 4 Studios, focusing on a first-person horror game using Unreal Engine 5.3. I have also contributed to various academic projects, including a side-scrolling beat-’em-up and a third-person action/adventure game, where I implemented combat systems, dynamic cameras, and environmental gameplay elements. I enjoy working in agile teams and utilizing tools like Jira, Perforce, and Visual Studio.

Available to hire

I am a passionate and technically driven Gameplay Programmer with solid experience in C++, C#, Unity, and Unreal Engine, developed through collaborative academic and personal projects. I excel at implementing gameplay systems, player interaction, and camera mechanics to create immersive and responsive experiences. Working closely with designers, I translate ideas into polished gameplay features that enhance player engagement.

Currently, I am a Gameplay Software Engineer at Roll 4 Studios, focusing on a first-person horror game using Unreal Engine 5.3. I have also contributed to various academic projects, including a side-scrolling beat-’em-up and a third-person action/adventure game, where I implemented combat systems, dynamic cameras, and environmental gameplay elements. I enjoy working in agile teams and utilizing tools like Jira, Perforce, and Visual Studio.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate

Language

English
Advanced

Work Experience

Gameplay Programmer at Funnyland Farms Roll 4 Studios
January 1, 2025 - Present
Collaborated in a startup studio developing user interactive systems for an immersive, realistic, first-person horror experience in Unreal Engine 5.3. Facilitated with Developers in prototyping key user systems, and a unique interactive system to achieve immersive experience for user's leveraging both Unreal Blueprint and C++. Designed and optimized user-interactive systems using C++ and Visual Studio, ensuring performance and scalability in a real-time application.
Deli Clerk at Albertsons Companies
December 31, 2022 - July 8, 2025
Excelled in a fast-paced deli environment during a 4-month period, trained 5+ new hires and ensured smooth shift transitions by communicating clearly with team members and resolving customer needs efficiently.
Gameplay Software Engineer at Roll 4 Studios
January 1, 2025 - Present
Implemented and iterated on gameplay systems in Unreal Engine 5.3 for a first-person horror game, focusing on user interactivity and immersive player experience. Collaborated with the Game Designer to implement core gameplay mechanics using Unreal Blueprint and C++, creating functional systems like the interaction system component and dictionary-based inventory system. Developed and debugged C++ gameplay features with emphasis on performance optimization, scalability, and smooth real-time responsiveness across systems.
Project Team Member - Bleeding Edge Brawl at Full Sail University
September 30, 2024 - August 7, 2025
Collaborated in a team of three students for Capstone to develop a 2.5D side-scrolling beat-’em-up in Unreal Engine 5.4. Implemented player combat system including three attack types using C++ and Unreal Blueprint, created animation notifiers and notify states. Programmed a dynamic 2.5D camera system with dolly tracking, transition effects, and trigger-based camera switching for cinematic scene control. Facilitated Agile development workflows using Jira and Confluence, participated in scrum meetings, and maintained communication during Perforce commits.
Project Team Member - Warrior Of Whimsy at Full Sail University
January 31, 2024 - August 7, 2025
Cooperated in a team of six students for Mid-Terms to create a third-person Action/Adventure game in Unity 2022. Designed an Item/Pickup System using Object-Oriented Programming in C# to assist UI programming for Pickup UI Prompts. Prototyped four environmental trap systems for the "Leapland Cliffs" level including pendulums, swaying and disappearing platforms, and enemy ambush system to enhance gameplay challenge.

Education

Bachelor of Science at Full Sail University
November 1, 2021 - November 1, 2024
Bachelor of Science in Game Development (B.S.) at Full Sail University
January 11, 2030 - November 1, 2024

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Retail, Media & Entertainment, Education