I'm Pablo, a Unreal Engine 5 Developer focusing on native C++ gameplay and network architecture. I have 3 years of experience building robust multiplayer systems, Listen Server architectures, and OnlineSubsystem integrations, plus low-level graphics API tuning (Vulkan and DirectX). I enjoy modular software design and delivering AAA-quality mechanics for competitive shooters and RPGs. I'm currently based in Mexico City and open to remote opportunities, eager to collaborate with teams delivering high-quality, scalable multiplayer experiences.

PABLO ANGEL DÍAZ ORNELAS

I'm Pablo, a Unreal Engine 5 Developer focusing on native C++ gameplay and network architecture. I have 3 years of experience building robust multiplayer systems, Listen Server architectures, and OnlineSubsystem integrations, plus low-level graphics API tuning (Vulkan and DirectX). I enjoy modular software design and delivering AAA-quality mechanics for competitive shooters and RPGs. I'm currently based in Mexico City and open to remote opportunities, eager to collaborate with teams delivering high-quality, scalable multiplayer experiences.

Available to hire

I’m Pablo, a Unreal Engine 5 Developer focusing on native C++ gameplay and network architecture. I have 3 years of experience building robust multiplayer systems, Listen Server architectures, and OnlineSubsystem integrations, plus low-level graphics API tuning (Vulkan and DirectX).

I enjoy modular software design and delivering AAA-quality mechanics for competitive shooters and RPGs. I’m currently based in Mexico City and open to remote opportunities, eager to collaborate with teams delivering high-quality, scalable multiplayer experiences.

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Experience Level

Expert
Expert
Intermediate
Intermediate

Language

Spanish; Castilian
Fluent
English
Fluent

Work Experience

Network & Systems Engineer at Multiplayer Tactical Framework (Personal R&D)
August 1, 2025 - Present
Engineered a robust Listen Server architecture using C++ and the Steamworks API for stable session lifecycle management. Implemented the OnlineSessionInterface to handle Hosting, Finding, and Joining sessions seamlessly via Steam. Designed modular Game Feature Plugins to decouple weapon logic, improving code reusability across different game modes.
Lead Developer & AI Programmer at Iron and Bone (Steam Early Access)
January 1, 2024 - July 1, 2025
Programmed complex Enemy AI behavior trees entirely in native C++ to achieve responsive, Souls-like combat mechanics. Implemented Precise Collision Detection algorithms and Hitbox management. Optimized character movement and state machines for fluid gameplay feel akin to AAA action titles.
Physics Programmer at Fork River (Published on Itch.io)
August 1, 2023 - December 1, 2023
Managed large-scale open-world streaming using World Partition, optimized hydrodynamic water interactions with Chaos Physics, and tuned physics tick rates to maintain stable rigid-body collisions on mid-range hardware.
Gameplay & Optimization Programmer at Crystal Run (Published on Itch.io)
February 1, 2023 - July 1, 2023
Configured and shipped build variants targeting different hardware tiers (Lite: Vulkan, RTX Enhanced: DirectX 11). Conducted in-depth render optimization (LODs, distance culling) to sustain 60+ FPS with high actor density. Managed packaging pipelines to ensure stability across multiple Graphics APIs.

Education

B.S. in Video Game Engineering at Hybridge University
September 1, 2025 - January 1, 2028

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment