I’m a game developer specialized in gameplay programming and modular architecture, working mainly with Unity (C#) and Unreal Engine (Blueprints/C++). My focus is on creating responsive, scalable, and optimized systems that bring mechanics and player interactions to life.
What sets me apart is my ability to combine strong technical foundations with a clear understanding of game feel and design goals. I enjoy tackling challenges that demand both logic and creativity, from AI behavior trees to dynamic combat systems or procedural tools.
I’ve worked both independently and in collaborative teams, developing projects that span from academic prototypes to complete playable demos. My goal in every project is to deliver elegant, maintainable solutions that empower the rest of the team and enhance the player experience.
Gameplay Programmer — Vorax Breakout
Unity (C#) | January - July 2025
Master’s final project. Designed modular combat architecture and a dynamic attack-priority system for AI-driven battles in a turn-based roguelike.
Programmer — Arima Lodge
Unity (C#) | March- September 2024
Led the technical overhaul of a narrative adventure originally made for a jam. Rebuilt gameplay logic, fixed broken systems, and improved visuals and sound design.
Solo Developer — Doom of Tools
Unity (C#) | March - September 2023
Created a complete deck-building roguelite from scratch, managing programming, design, and systems integration.
Gameplay Programmer — Neon N Bullets
Unreal Engine | January - June 2022
Developed player movement, combat logic, and enemy behavior for a fast-paced, isometric bullet-hell shooter.
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