Hello, I'm Pablo Angel Díaz Ornelas, an Unreal Engine 5 Developer with over 3 years of experience focusing on native C++ gameplay, scalable architecture, and network engineering. I’m officially certified by Epic Games as an Unreal Authorized Instructor (UAI), which validates my advanced technical mastery and ability to train other developers in industry-standard practices. I specialize in multiplayer architecture (Listen Servers, custom replication) and the Gameplay Ability System (GAS) to enable modular, reusable design. I’m passionate about delivering AAA-quality mechanics and robust backend connections for competitive titles and action RPGs. I’ve independently shipped Iron and Bone on Itch.io, developed AI, precise collisions, and responsive combat in C++, and I’m actively exploring scalable networking and GAS-driven systems for future titles.

Pablo Angel Díaz Ornelas

Hello, I'm Pablo Angel Díaz Ornelas, an Unreal Engine 5 Developer with over 3 years of experience focusing on native C++ gameplay, scalable architecture, and network engineering. I’m officially certified by Epic Games as an Unreal Authorized Instructor (UAI), which validates my advanced technical mastery and ability to train other developers in industry-standard practices. I specialize in multiplayer architecture (Listen Servers, custom replication) and the Gameplay Ability System (GAS) to enable modular, reusable design. I’m passionate about delivering AAA-quality mechanics and robust backend connections for competitive titles and action RPGs. I’ve independently shipped Iron and Bone on Itch.io, developed AI, precise collisions, and responsive combat in C++, and I’m actively exploring scalable networking and GAS-driven systems for future titles.

Available to hire

Hello, I’m Pablo Angel Díaz Ornelas, an Unreal Engine 5 Developer with over 3 years of experience focusing on native C++ gameplay, scalable architecture, and network engineering. I’m officially certified by Epic Games as an Unreal Authorized Instructor (UAI), which validates my advanced technical mastery and ability to train other developers in industry-standard practices. I specialize in multiplayer architecture (Listen Servers, custom replication) and the Gameplay Ability System (GAS) to enable modular, reusable design.
I’m passionate about delivering AAA-quality mechanics and robust backend connections for competitive titles and action RPGs. I’ve independently shipped Iron and Bone on Itch.io, developed AI, precise collisions, and responsive combat in C++, and I’m actively exploring scalable networking and GAS-driven systems for future titles.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
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.
Unreal Engine 5 Instructor at Hybridge Education
March 1, 2026 - Present
Designed and directed the "Video Game Development with Unreal Engine 5" technical workshop, delivering 14 academic hours of live instruction. Supervised practical projects, ensuring students mastered core engine tools, C++ fundamentals, and optimal software architecture pipelines.
Lead Developer & AI Programmer at Iron and Bone
January 1, 2024 - July 1, 2025
Completed development and successfully published the title independently. 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 to ensure fair and accurate combat interactions. Optimized character movement and state machines for fluid gameplay feel akin to AAA action titles.
Physics Programmer at Fork River
August 1, 2023 - December 1, 2023
Managed large-scale open-world streaming using World Partition, optimizing cell loading for extensive environments. Developed advanced water interaction systems using Chaos Physics, calculating hydrodynamic buoyancy and drag forces in real-time. Optimized physics simulation tick rates to maintain stable rigid body collisions on mid-range hardware.
Gameplay & Optimization Programmer at Crystal Run
February 1, 2023 - July 1, 2023
Configured and shipped two distinct build versions targeting different hardware tiers: Pro (Vulkan) and Lite (DirectX 11). Conducted in-depth render optimization (LODs, Distance Culling) to maintain 60+ FPS with high actor density. Managed project packaging pipelines to ensure stability across different Graphics APIs.

Education

B.S. in Video Game Engineering at Hybridge University
September 1, 2025 - January 1, 2028
B.S. in Video Game Engineering at Hybridge University
September 1, 2025 - May 5, 2026

Qualifications

Unreal Authorized Instructor (UAI) - Epic Games
January 1, 2026 - May 5, 2026
Oracle Cloud Infrastructure Foundations I - Oracle Academy
January 1, 2026 - May 5, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services