Available to hire
I am a dedicated Unreal Engine developer with 3 years of hands-on experience building complex gameplay systems, architecting scalable C++ code, and implementing advanced animation tooling. I specialize in high-performance AI, immersive interactive environments, and optimizing CPU/GPU workloads while collaborating with multidisciplinary remote teams.
From parkour and motion systems to procedural grappling, I design robust gameplay features and reliable animation workflows. I have shipped end-to-end animation pipelines, centralized AI/NPC systems, and network-optimized multiplayer experiences, plus editor tooling to boost team productivity.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Language
English
Advanced
Spanish; Castilian
Fluent
Work Experience
Advanced Gameplay & Motion Systems at Self-Employed / Unreal Engine Developer
January 1, 2023 - PresentDeveloped a modular Parkour and Mobility system featuring climbing, vaulting, and procedural landings using Motion Matching and root motion. Architected a Grappling and Swinging system based on procedural physics, constraints, and ragdoll transitions. Implemented comprehensive character movement (walking, crouching, rolling) ensuring fluid synchronization between game logic and animations.
Advanced Animation & Cinematic Engineering at Self-Employed / Unreal Engine Developer
January 1, 2024 - January 1, 2026Engineered end-to-end animation workflows from Skeletal Mesh preparation to custom Control Rig and IK Rig development, enabling procedural and dynamic character movements. Implemented advanced animation logic using Animation Blueprints, State Machines, and Motion Matching, integrated with C++ and Blueprints to ensure seamless synchronization between logic and visual performance. Developed complex Animation Montages and Level Sequences using the Sequencer tool, prioritizing modularity and performance optimization for scalable, high-fidelity production environments.
AI & NPC Systems Engineering at Self-Employed / Unreal Engine Developer
January 1, 2024 - PresentDesigned a centralized procedural AI system for NPCs, managing complex decision-making through Behavior Trees and Blackboards. Integrated AI Perception and NavMesh systems to create reactive behaviors, including dynamic roles and environmental interactions. Optimized AI logic for performance scalability, allowing multiple actors to operate simultaneously without frame-rate degradation.
Multiplayer Systems & Network Optimization at Self-Employed / Unreal Engine Developer
January 1, 2024 - PresentEfficient Replication Architecture: Implemented Simple Replication systems to manage internal server statistics (player levels, experience points, and progression logic) that do not require immediate client visibility, optimizing network traffic. Visual Consistency via RepNotify: Developed reactive systems to ensure global world coherence using RepNotify to synchronize weather changes, buff/debuff states, and critical real-time UI updates such as health bars. Network Relevancy Management: Optimized server load by configuring Net Cull Distance, limiting actor replication exclusively to the player’s visual range. Network Saturation Control: Adjusted Net Update Frequency for distant or low-priority objects, drastically reducing bandwidth consumption without compromising gameplay integrity.
Combat & Interactive Systems at Self-Employed / Unreal Engine Developer
January 1, 2023 - January 1, 2026Built a robust Combat System supporting melee (combos, parries, blocks) and ranged (projectile/trace-based) mechanics. Developed a Universal Interaction Component for seamless actor-to-environment triggers and manageable interactive objects. Created a Dynamic Building System with real-time UI feedback, utilizing Level Instances and Chaos physics.
UI & Performance Optimization at Self-Employed / Unreal Engine Developer
January 1, 2023 - January 1, 2025Designed intuitive HUDs and Menus using UMG (Widget Blueprints) and C++ (Slate) with data-driven architecture via Data Assets. Conducted regular Profiling and Debugging using Unreal Insights and native commands (stat unit, gpu, game) to identify and fix bottlenecks. Automated workflows by developing Editor Utility Widgets, increasing team productivity in level management and simulation.
Education
Advanced Technical Degree in Programming at Teclab (Instituto Técnico Superior), Argentina
January 11, 2030 - January 1, 2024Engineering Studies (Coursework in Systems/Software) at UTN Córdoba, Argentina
January 11, 2030 - January 1, 2020Qualifications
Industry Experience
Gaming, Software & Internet, Media & Entertainment
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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