I'm a Unity & Unreal Developer and Technical Artist specializing in VR development, shader development, and real-time performance optimization. With 3 years of experience shipping PC, mobile, VR, and AR projects, I've worked across indie game studios and immersive VR productions in Barcelona, collaborating with artists, designers, and engineers to deliver technically solid, production-ready experiences. My core strengths are building performant real-time systems. From optimizing GPU bottlenecks and draw calls for Meta Quest hardware, to developing gameplay systems and custom shaders in both Unity and Unreal Engine. What differentiates me is the combination of strong programming fundamentals and a technical art background. I'm self-driven and self-sufficient: I learn new tools and technologies independently, and I take full ownership of problems until they're solved. No hand-holding required.

David Rey

I'm a Unity & Unreal Developer and Technical Artist specializing in VR development, shader development, and real-time performance optimization. With 3 years of experience shipping PC, mobile, VR, and AR projects, I've worked across indie game studios and immersive VR productions in Barcelona, collaborating with artists, designers, and engineers to deliver technically solid, production-ready experiences. My core strengths are building performant real-time systems. From optimizing GPU bottlenecks and draw calls for Meta Quest hardware, to developing gameplay systems and custom shaders in both Unity and Unreal Engine. What differentiates me is the combination of strong programming fundamentals and a technical art background. I'm self-driven and self-sufficient: I learn new tools and technologies independently, and I take full ownership of problems until they're solved. No hand-holding required.

Available to hire

I’m a Unity & Unreal Developer and Technical Artist specializing in VR development, shader development, and real-time performance optimization. With 3 years of experience shipping PC, mobile, VR, and AR projects, I’ve worked across indie game studios and immersive VR productions in Barcelona, collaborating with artists, designers, and engineers to deliver technically solid, production-ready experiences.
My core strengths are building performant real-time systems. From optimizing GPU bottlenecks and draw calls for Meta Quest hardware, to developing gameplay systems and custom shaders in both Unity and Unreal Engine. What differentiates me is the combination of strong programming fundamentals and a technical art background.
I’m self-driven and self-sufficient: I learn new tools and technologies independently, and I take full ownership of problems until they’re solved. No hand-holding required.

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Experience Level

Language

Catalan; Valencian
Fluent
English
Advanced
Spanish; Castilian
Fluent

Work Experience

VR Developer | Performance Engineer at Eonagate
April 1, 2026 - Present
● Audited and profiled a complex 3D scene for VR deployment, identifying GPU bottlenecks and performance issues using Unreal's built-in debugging and profiling tools. ● Reduced draw calls significantly to meet VR's strict framerate requirements, resolving GPU-side bottlenecks and ensuring smooth real-time performance. ● Implemented full VR interaction systems from scratch, covering all player-scene interactions within Unreal Engine. ● Baked lighting and shadows to optimize real-time rendering cost while preserving the photorealistic visual quality required by the project. ● Coordinated with the 3D art team, providing technical direction on asset and texture optimization to meet VR performance budgets.
Unity Programmer | Technical Artist at Arcadia Lab
July 1, 2024 - September 1, 2025
Developed and maintained gameplay systems in Unity within a multidisciplinary team following Scrum methodologies. Implemented and iterated on gameplay features in an active production environment, resolving bugs and ensuring stability across builds. Created shaders and visual effects using Shader Graph, balancing visual quality and runtime performance. Optimized scenes using Unity Profiler and Frame Debugger to identify bottlenecks and improve real-time performance and build stability. Collaborated with Game Designers and 3D Artists to define and prioritize content for the demo, contributing to creative decisions and ensuring technical feasibility.
Unity Programmer | Technical Artist at Arcadio Lab
July 1, 2024 - September 1, 2025
● Developed and maintained gameplay systems in Unity within a multidisciplinary team following Scrum methodologies. ● Implemented and iterated on gameplay features in an active production environment, resolving bugs and ensuring stability across builds. ● Created shaders and visual effects using Shader Graph, balancing visual quality and runtime performance. ● Optimized scenes using Unity Profiler and Frame Debugger to identify bottlenecks and improve real-time performance and build stability. ● Collaborated closely with Game Designers and 3D Artists to define and prioritize content for the demo, contributing to creative decisions and ensuring technical feasibility.
Unreal VR Developer | Technical Artist at Golden Hand
January 1, 2024 - January 1, 2025
Developed VR mechanics in Blueprints, including climbing, archery, and escape-room-style puzzles. Optimized performance for Meta Quest 3. Set up realistic lighting and material instancing for immersive VR environments.
VR Developer | Technical Artist at Forge d Horizon
September 1, 2023 - June 1, 2024
Designed and implemented VR interaction mechanics and user-facing gameplay systems using Blueprints in Unreal Engine. Configured realistic lighting setups to enhance immersion and visual fidelity in VR environments. Optimized materials and shaders using instancing techniques to reduce draw calls and meet VR framerate requirements. Applied technical art workflows to balance visual quality and performance across different VR devices and platforms.
Unreal Engine VR Developer | Technical Artist at Forged Horizon
September 1, 2023 - June 1, 2024
● Designed and implemented VR interaction mechanics and user-facing gameplay systems using Blueprints in Unreal Engine ● Configured realistic lighting setups to enhance immersion and visual fidelity in VR environments ● Optimized materials and shaders using instancing techniques to reduce draw calls and meet VR framerate requirements ● Applied technical art workflows to balance visual quality and performance across different VR devices and platforms ● Awarded Best Project of the Year at Deia Escola d’Art i Disseny (2024).
Unity Developer at A non farming game
January 1, 2023 - January 1, 2024
Built mission and dialogue systems using Scriptable Objects. Developed a player controller using Unity’s New Input System and FSM architecture. Implemented enemy AI and boss fight mechanics. Optimized graphics using LODs, Occlusion Culling, and Frustum Culling. Created a dynamic day/night cycle system.
Freelance 3D Artist at Fisherman's Games
November 1, 2022 - March 1, 2023
- Worked as a 3D Artist intern on Project Solar, contributing to asset production for the project. - Created and refined 3D assets with a focus on modeling, texturing, and rigging animal characters. - Supported the art pipeline by delivering production-ready assets for development.
Unity Programmer | Technical Artist at Group 3 Studio
September 1, 2022 - July 1, 2023
Designed and implemented mission and dialogue systems using Scriptable Objects for scalability and maintainability. Developed a player controller with Unity's New Input System and FSM architecture to manage player actions and animations. Improved gameplay architecture to reduce bugs, speed up iteration, and support collaboration between designers and developers.
Unity Programmer | Technical Artist at Grupo 3 Studio
September 1, 2022 - July 1, 2023
● Designed and implemented mission and dialogue systems using Scriptable Objects for scalability and maintainability ● Developed a player controller with Unity's New Input System and FSM architecture to manage player actions and animations ● Improved gameplay architecture to reduce bugs, speed up iteration, and support collaboration between designers and developers ● Awarded Best Project of the Year at Deia Escola d’Art i Disseny (2023).

Education

Advanced Specialization Course in Java Spring Boot at ITA Academy
January 1, 2025 - January 1, 2026
Higher National Diploma (HND) in Audiovisual Graphics – Virtual Reality and Gamification at Deià Escola d’Art i Disseny
September 1, 2023 - June 9, 2026
Higher National Diploma (HND) in Audiovisual Graphics – Video Games and Virtual Environments at Deià Escola d’Art i Disseny
September 1, 2020 - June 1, 2023
Specialization Course in Java Spring Boot Development at IT Academy de Barcelona
September 1, 2025 - March 1, 2026
Higher National Diploma (HND) in Audiovisual Graphics – Virtual Reality and Gamification at Deià Escola d’Art i Disseny
September 1, 2023 - June 1, 2024
Higher National Diploma (HND) in Audiovisual Graphics – Video Games and Virtual Environments at Deià Escola d’Art i Disseny
September 1, 2020 - June 1, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

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

    Forged Horizont — Unreal Developer | Technical Artist

    Developed and optimized core VR interaction systems and rendering pipelinefor a standalone headset experience, focusing on performance stability,immersion, and responsive player interaction.

    Core Contributions

    • Implemented VR mechanics in Blueprints including climbing, archery, and escaperoom style puzzle interactions
    • Designed interaction logic prioritizing precision, comfort, and physical presence in VR
    • Structured gameplay systems to support modular puzzle and traversal mechanics

    Links

    Screenshots

    Golden Hand 1
    Golden Hand 2
    Golden Hand 3
    Golden Hand 4

    A Non Farming Game

    Grupo 3 Studio — Unity Programmer | Technical Artist

    Sole programmer responsible for gameplay architecture, AI systems,
    UI accessibility, and performance optimization in a production environment.
    Built scalable systems supporting exploration, combat, and dynamic game states.

    Core Contributions

    • Designed mission and dialogue systems using Scriptable Objects + FSM architecture
    • Implemented Player Controller with the Unity New Input System
    • Developed enemy AI with NavMesh pathfinding and perception logic
    • Created boss encounters using modular finite state machines
    • Implemented aim assist and enemy detection
    • Built a dynamic day/night gameplay state system

    Links


    🎮 Play on itch.io

    Screenshots

    Farming Game 1
    Farming Game 3
    Farming Game 4
    Farming UI
    Farming Gameplay