João Victor de Alencar
Hi there! I'm João Victor de Alencar, a Senior Unity Developer focused on gameplay systems, multiplayer architectures, and production reliability.
About
Hi there! I’m João Victor de Alencar, a Senior Unity Developer focused on gameplay systems, multiplayer architectures, and production reliability. With 6+ years of experience shipping multiplayer and single-player titles for PC, iOS, and Android, I specialize in turning design into robust, scalable gameplay systems and delivering reliable cross-platform builds using the latest Unity versions.
I enjoy leading small teams, mentoring junior engineers from pre-production through live operations, and refining workflows to keep projects on track. I’m passionate about building maintainable architectures, tooling, and optimized performance, and I love collaborating across disciplines to bring player-focused experiences to life.
- 5 years' experience
- Joined October 2025
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
More experts in Fortaleza, Brazil
Work experience
Building a 2D physics-based sandbox using C# and .NET 8.0 with a custom ECS architecture spanning 200+ projects. Designed Agent Telemetry System for player behavior tracking, combat metrics, and error analytics. Created Material Properties System for projectile collision and realistic damage calculations. Refactored Sprite Collider system using constraint-based physics synchronization. Implemented Progressive Layer Armor with penetration mechanics and material-based effects. Built creature systems end-to-end: physics, behavior, spawning, and animation.
Led a 3-person multiplayer team within a 12-developer studio. Owned multiplayer rollout, mentoring, and cross-discipline coordination. Led multiplayer for Little Sim World; ported single-player mechanics to networked gameplay, defining authoritative vs. client responsibilities. Implemented dedicated server for BYO Racer and relay integration for Little Sim World (5-player sessions via Unity Relay). Architected event-driven systems and object pooling; built cross-platform UI with full controller support. Implemented UI systems from design references; built reusable UI components, screen flows, and input handling for keyboard, mouse, and gamepad. Reduced app size from 1.7 GB to 700MB using Addressables; achieved 60fps via baked lighting, occlusion culling, and LODs. Mentored junior engineers; established code review standards and network debugging workflow.
Progressed from generalist junior to lead of a small team; responsible for gameplay, prototyping, and production delivery. Led a team of 5 developers through prototyping to delivery; defined task scopes and milestone acceptance criteria. Established project foundations using ScriptableObject-based architecture for data-driven game configuration. Implemented UI systems from design mockups; built modular screen flows, animations, and data binding. Created custom Unity Editor tools and inspectors using Odin Inspector to accelerate content workflow. Implemented event-driven systems to decouple gameplay logic from UI and audio. Mentored incoming engineers and performed technical interviews for hiring.
Education
Certifications and awards
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