David Rey

Available to hire

I'm a Unity & Unreal Developer and Technical Artist specializing in VR development, shader development, and real-time performance optimization.

About

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.

  • Joined December 2025

Languages

  • Catalan; ValencianFluent
  • EnglishAdvanced
  • Spanish; CastilianFluent

Industry experience

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

Projects · 2

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

  • Game Designer
  • Programmer

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

  • Game Designer
  • Programmer

Work experience· 10 roles

VR Developer | Performance Engineer · EonagateApr 2026 – Present · 8 mos

● 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 · Arcadia LabJul 2024 – Sep 2025 · 1 yr 3 mos

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 · Arcadio LabJul 2024 – Sep 2025 · 1 yr 3 mos

● 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 · Golden HandJan 2024 – Jan 2025 · 1 yr 1 mo
VR Developer | Technical Artist · Forge d HorizonSep 2023 – Jun 2024 · 10 mos
Unreal Engine VR Developer | Technical Artist · Forged HorizonSep 2023 – Jun 2024 · 10 mos
Unity Developer · A non farming gameJan 2023 – Jan 2024 · 1 yr 1 mo
Freelance 3D Artist · Fisherman's GamesNov 2022 – Mar 2023 · 5 mos

Education· 6

Advanced Specialization Course in Java Spring Boot · ITA Academy2025 – 2026
Higher National Diploma (HND) in Audiovisual Graphics – Virtual Reality and Gamification · Deià Escola d’Art i Disseny2023 – 2026
Higher National Diploma (HND) in Audiovisual Graphics – Video Games and Virtual Environments · Deià Escola d’Art i Disseny2020 – 2023
Specialization Course in Java Spring Boot Development · IT Academy de Barcelona2025 – 2026

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