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 Programmer — Arima Lodge Unity (C#) | March- September 2024 Led the technical overhaul of a narrative adventure originally made for a jam.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.

Ángel Formoso

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.

Available to hire

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.

See more

Experience Level

Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner

Language

Spanish; Castilian
Fluent
English
Advanced
Galician
Fluent

Work Experience

Game Architect & Tutorial Lead Programmer at Koala Team
January 1, 2025 - August 1, 2025
Design of the core game system architecture with a modular and data-driven approach for scalability and collaboration, and programming of a guided tutorial system. Unity.
Lead Programmer at Praenaris
March 1, 2024 - September 1, 2024
Responsible for programming and overseeing the refactoring and update of the freeto- play video game "Arima Lodge" for PC and mobile devices. Developed in Unity.
Enemies and mechanics programmer at Little Claw
November 1, 2023 - October 1, 2024
Programmed the main bosses of the video game “Lemmy” inspired by Cuphead. Creation of the core mechanics for the video game “Piintrusos”. Projects developed in Unreal Engine.
Tools programmer at Crealab UDC
March 1, 2023 - July 1, 2023
Programming and design of review tools in Python for audiovisual productions using Autodesk Maya, along with the initial creation of an automatic rigging solution.
Solo developer at Proyecto Manthanō
March 1, 2023 - September 1, 2023
Complete development of the 2D video game "Doom of Tools" as a solo project, self-taught in Unity from the ground up.
Gameplay and systems programmer at DEAD PIXEL GAMES
January 1, 2022 - June 1, 2022
Developed a 3D bullet hell video game using Unreal Engine with Blueprints.

Education

Degree in Digital Creation, Animation and Videogames. at Universidad de La Coruña
September 9, 2019 - September 9, 2023
Master's in Video Game Programming at The Core School
September 9, 2024 - July 9, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Computers & Electronics
    uniE621 Personal Portfolio Website
    legno9.github.io](https://www.twine.net/signin This website serves as my personal portfolio, built entirely from scratch to showcase my projects, experiments, and technical journey as a game developer. Developed using Jekyll and Markdown, the site reflects both my progression as a programmer and my approach to clean, functional design. It organizes my work across Unity, Unreal Engine, and C++ projects, presenting each with visuals, write-ups, and insights into their development. The portfolio also includes dedicated pages for my main projects, such as Vorax Breakout, Arima Lodge, Doom of Tools, and Neon & Bullets, each highlighting my role in gameplay programming, system design, and performance optimization. This space will continue to evolve as I publish new games, prototypes, and technical experiments.