Available to hire
Gameplay Systems Engineer with 7+ years of experience building scalable, modular gameplay architecture in Unity using C#.
Experienced with event-driven/state-driven systems, dependency injection, and performance optimization across production pipelines, including XR (VR/AR) and mobile VR on Oculus Quest.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner
Language
Spanish; Castilian
Fluent
English
Fluent
Work Experience
Unity Lead Game Developer/Ownership — New IP (Gameplay Systems Engineer / Lead) at Heskil Studio
February 1, 2026 - PresentDeveloped a Mixed Reality tower defense game for Meta Quest using Unity 6 and the Meta XR Interaction SDK. Implemented an EventBus publish-subscribe architecture to decouple game systems (enemies, weapons, scoring, audio) following an MVC pattern. Built physics-based weapon interactions including slingshot trajectory prediction, spring-joint pulling mechanics, and controller/hand tracking. Designed weapon spawn balancing with pity system, affinity scoring, and dynamic difficulty adjustment based on runtime state. Integrated VContainer dependency injection for clean service composition across game states. Applied NonAlloc physics patterns and object pooling to reduce per-frame GC allocations in enemy and VFX-heavy scenes.
Unity MID — Prototype & Editor Tool Development at Greentube Mexico
June 1, 2024 - December 1, 2025Designed and maintained editor-driven mathematical configuration systems used by 10+ designers and R&I members to iterate on RTP balancing across multiple concurrent enterprise-scale projects. Built modular gameplay prototypes and systems to accelerate early-stage game flow validation. Standardized code architecture and refactored gameplay logic for long-term maintainability. Collaborated with game designers and R&D to implement scalable core mechanics and delivered production-ready prototypes integrated into full development pipelines.
Proprietary Engine Gameplay Systems Developer at Greentube Mexico
June 1, 2024 - December 1, 2025Developed modular gameplay features supporting a structured release cadence (bi-weekly major releases, 2–4 day patch cycles, rapid hotfix deployment). Refactored legacy gameplay systems within a proprietary engine to improve modularity, maintainability, and production scalability. Contributed to performance stability by adhering to architectural best practices and system-level code standards. Effective collaboration with designers, mathematicians, engineers, and artists to align gameplay logic with technical constraints.
Proprietary Engine — Casino Games Client Developer at Greentube Mexico
June 1, 2024 - December 1, 2025Designed tools to test and validate RTP configurations for game design teams. Performed bug fixing, refactoring, and architectural improvements within a proprietary engine for multiple casino games client-side. Collaborated with art teams to align artistic intent with technical constraints and performance goals. Implemented gameplay features and supported deployments to internal test environments in multiple casino games. Developed and integrated WebGL shaders for browser-based builds. Applied SOLID principles and engineering best practices to maintain scalable, maintainable codebases. Managed version control using Git and GitLab.
Unity / Gameplay Engineer at Greentube
August 1, 2023 - November 27, 2025Developed and optimized gameplay features for casino-style interactive experiences using Unity and ECS-based architecture. Integrated Zenject to improve modularity and reduce system coupling across multiple game components. Delivered rapid prototypes weeks ahead of schedule to validate gameplay concepts and math models. Improved maintainability of legacy systems by refactoring architecture and enforcing clean code standards.
Unity MID Developer at GreenTube Mexico
July 1, 2023 - PresentIn charge of an editor extension for the game design department enabling real-time modification of mathematics and variables across multiple projects; tools provide the ability to test different RTP (return to player) percentages and other parameters.
VR Developer & Technical Lead at Proximity
July 1, 2023 - July 1, 2023Led development of immersive VR Training Hub deployed to Meta Quest for enterprise high-risk operational training. Built core gameplay mechanics, interaction systems, UI flows, and environment setups end-to-end. Reduced employee high-risk training time from 3 months to 1 month through VR scenario-based learning. Improved performance on Meta Quest from 45 FPS to 72+ FPS by reducing draw calls ~30% and applying batching and object pooling. Coordinated tasks, performed peer code reviews, and managed versioning workflows using Git/GitHub.
Proprietary Engine Gameplay Systems Developer at Greentube Mexico
March 1, 2023 - June 1, 2024Developed modular gameplay features aligned with a structured release cadence (bi-weekly major releases, frequent patch cycles, and rapid hotfix deployment). Refactored legacy gameplay systems in a proprietary engine to improve modularity, maintainability, and production scalability. Contributed to performance stability by adhering to system-level code standards and architectural best practices. Collaborated with designers, mathematicians, engineers, and artists to align gameplay logic with technical constraints.
Unity MID — Prototype & Editor Tool Development at Greentube Mexico
March 1, 2023 - June 1, 2024Designed and maintained editor-driven mathematical configuration systems used by 10+ designers, R&I members, and mathematicians to iterate on RTP balancing across multiple concurrent enterprise-scale projects. Built modular gameplay prototypes and systems to accelerate early-stage game flow validation. Standardized code architecture and refactored gameplay logic for long-term maintainability. Collaborated with game designers and R&D teams to implement scalable core mechanics. Delivered production-ready prototypes transitioned into full development pipelines.
Unity Prototype Developer at Greentube Mexico
March 1, 2023 - June 1, 2024Developed tools to accelerate prototyping and game flow design. Performed bug fixing, refactoring, and code standardization using the Unity engine. Collaborated with game designers to effectively implement core mechanics. Setup production-ready prototypes for later development stages. Communicated with R&D, game designers, and mathematicians to improve the product after completion. Managed version control using Git and Github.
Technical Lead & Founder at Viral Games
June 1, 2020 - June 1, 2020Produced 360° VR video experiences for Samsung Gear VR and Google Cardboard. Led technical direction, implementation, and delivery of immersive showcase applications. Delivered multiple client-ready experiences used in marketing and presentation environments.
XR (VR/AR) Developer at Proximity
May 1, 2018 - February 1, 2023Architected reusable interaction and simulation systems used across multiple VR training modules within a 6-person cross-functional team. Optimized standalone VR applications to consistently maintain 90 FPS on Oculus Quest hardware through draw call reduction, profiling, and polygon budget discipline (500k static / 100k skinned). Implemented state-driven interaction systems and modular gameplay logic designed for reuse across training environments. Refactored and extended XR systems to support multiple AR SDK integrations.
VR/AR Developer at 1 Proximity
May 1, 2018 - February 1, 2023Led development of immersive VR training applications focused on high-risk industrial tasks. Built interactive modules to simulate scaffold assembly, height work, and heavy machinery operation. Developed for Oculus Quest and Quest 2 using Unity and C#. Integrated Oculus SDK, Unity XR systems, and the Unity Input System. Implemented custom shaders and optimized rendering performance for standalone VR hardware. Produced technical documentation and extended multiple AR SDKs (ARCore, Vuforia, A-Frame, AR.js).
Video Game Generalist at 1 FactorStudio (formerly Factor VR)
January 1, 2017 - April 1, 2018Developed VR and AR experiences for marketing campaigns targeting global brands. Delivered Xbox Kinetic AR microgames for Coca-Cola, Volkswagen and Enel. Delivered applications for HTC Vive, Gear VR, Cardboard, Mobile, Consoles, and PC. Acted as the sole developer for programming, design, visual composition, and integration. Coordinated with sales teams to define scope, milestones, and delivery deadlines.
Video Game Generalist at FactorStudio (formerly Factor VR)
January 1, 2017 - April 1, 2018Developed VR and AR experiences for marketing campaigns targeting global brands. Delivered Xbox Kinetic AR microgames for Coca-Cola, Volkswagen, and Enel. Worked across HTC Vive, Gear VR, Cardboard, Mobile, Consoles, and PC. Acted as the sole developer for programming, design, visual composition, and integration. Coordinated with sales teams to define scope, milestones, and delivery deadlines.
Video Game Generalist at Factor Studio (former Factor VR)
January 1, 2017 - July 1, 2017VR project leadership and generalist support for game development; tasks included design, development, programming, art, and visual composition; coordinated with sales to manage milestones and deadlines; implemented mechanics for VR, mobile, consoles and PC across multiple platforms.
Education
B.S. Software Engineering at Universidad Tecnológica del Perú
January 1, 2016 - January 1, 2019Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - January 1, 2016Computer Engineering at Pontificia Universidad Católica del Peru (PUCP)
January 1, 2011 - January 1, 2014Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - January 1, 2016Computer Engineering at Pontificia Universidad Católica del Perú (PUCP)
January 1, 2011 - January 1, 2014Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - December 31, 2016Computer Engineering at Pontificia Universidad Católica del Perú (PUCP)
January 1, 2011 - December 31, 2014Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - January 1, 2016Computer Engineering at Pontificia Universidad Católica del Perú (PUCP)
January 1, 2011 - January 1, 2014Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - January 1, 2016Computer Engineering at Pontificia Universidad Católica del Perú (PUCP)
January 1, 2011 - January 1, 2014Software Engineering at Universidad Tecnológica del Perú (UTP)
January 1, 2015 - January 1, 2016Computer Engineering at Pontificia Universidad Católica del Perú (PUCP)
January 1, 2011 - January 1, 2014Qualifications
Software Architecture & Design (Udemy)
January 11, 2030 - January 15, 2026Model and image composition in 3D, CalArts (Audited)
January 11, 2030 - January 15, 2026VR apps programming and development (Udemy)
January 11, 2030 - January 15, 2026Complete Blender Creator (Udemy)
January 11, 2030 - January 15, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals (Udemy)
January 11, 2030 - January 15, 2026Software Architecture & Design – Udemy
January 11, 2030 - February 11, 2026Programming and Development of VR Applications – Udemy
January 11, 2030 - February 11, 2026Complete Blender Creator – Udemy
January 11, 2030 - February 11, 2026Model and Image Composition in 3D – CalArts (Audited)
January 11, 2030 - February 11, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals – Udemy
January 11, 2030 - February 11, 2026Software Architecture & Design – Udemy
January 11, 2030 - March 8, 2026Programming and Development of VR Applications – Udemy
January 11, 2030 - March 8, 2026Complete Blender Creator – Udemy
January 11, 2030 - March 8, 2026Model and Image Composition in 3D – CalArts (Audited)
January 11, 2030 - March 8, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals – Udemy
January 11, 2030 - March 8, 2026Software Architecture & Design – Udemy
January 11, 2030 - April 21, 2026Programming and Development of VR Applications – Udemy
January 11, 2030 - April 21, 2026Complete Blender Creator – Udemy
January 11, 2030 - April 21, 2026Model and Image Composition in 3D – CalArts (Audited)
January 11, 2030 - April 21, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals – Udemy
January 11, 2030 - April 21, 2026Software Architecture & Design – Udemy
January 11, 2030 - May 28, 2026Programming and Development of VR Applications – Udemy
January 11, 2030 - May 28, 2026Complete Blender Creator – Udemy
January 11, 2030 - May 28, 2026Model and Image Composition in 3D – CalArts (Audited)
January 11, 2030 - May 28, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals – Udemy
January 11, 2030 - May 28, 2026Software Architecture & Design
January 11, 2030 - August 21, 2026Programming and Development of VR Applications
January 11, 2030 - August 21, 2026Complete Blender Creator
January 11, 2030 - August 21, 2026Model and Image Composition in 3D (Audited)
January 11, 2030 - August 21, 2026Adobe Photoshop & Adobe Premiere Pro Fundamentals
January 11, 2030 - August 21, 2026Industry Experience
Gaming, Education, Professional Services, Software & Internet, Media & Entertainment, Computers & Electronics
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner
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