Lead Software Engineer with over 15 years of experience specializing in Unity and C#, architecting high-performance systems for the global gaming market. I blend the technical rigor of a Master's in Computer Science with a proven track record of delivering both original IPs and major AAA titles. What I solve: • Unity Architecture & C# Optimization: I design scalable frameworks (such as custom MVVM architectures) that standardize engineering across teams and eliminate technical debt. • Complex Multiplayer Systems: Expert in real-time integrations and netcode, ensuring seamless player experiences in massive Live Ops environments. • Technical Leadership & Bridging: I act as the technical anchor between production and code, unblocking squads and mentoring developers to maintain high-quality delivery standards. While my core expertise is in Unity and C#, my experience as a Principal Developer in AAA productions using Unreal Engine (C++) provides me with the advanced technical depth required to navigate massive codebases and next-gen console requirements.

Lucas Tonial Scortegagna

Lead Software Engineer with over 15 years of experience specializing in Unity and C#, architecting high-performance systems for the global gaming market. I blend the technical rigor of a Master's in Computer Science with a proven track record of delivering both original IPs and major AAA titles. What I solve: • Unity Architecture & C# Optimization: I design scalable frameworks (such as custom MVVM architectures) that standardize engineering across teams and eliminate technical debt. • Complex Multiplayer Systems: Expert in real-time integrations and netcode, ensuring seamless player experiences in massive Live Ops environments. • Technical Leadership & Bridging: I act as the technical anchor between production and code, unblocking squads and mentoring developers to maintain high-quality delivery standards. While my core expertise is in Unity and C#, my experience as a Principal Developer in AAA productions using Unreal Engine (C++) provides me with the advanced technical depth required to navigate massive codebases and next-gen console requirements.

Available to hire

Lead Software Engineer with over 15 years of experience specializing in Unity and C#, architecting high-performance systems for the global gaming market. I blend the technical rigor of a Master’s in Computer Science with a proven track record of delivering both original IPs and major AAA titles.

What I solve:
• Unity Architecture & C# Optimization: I design scalable frameworks (such as custom MVVM architectures) that standardize engineering across teams and eliminate technical debt.
• Complex Multiplayer Systems: Expert in real-time integrations and netcode, ensuring seamless player experiences in massive Live Ops environments.
• Technical Leadership & Bridging: I act as the technical anchor between production and code, unblocking squads and mentoring developers to maintain high-quality delivery standards.

While my core expertise is in Unity and C#, my experience as a Principal Developer in AAA productions using Unreal Engine (C++) provides me with the advanced technical depth required to navigate massive codebases and next-gen console requirements.

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Experience Level

Expert
Expert
Intermediate
Intermediate

Language

Portuguese
Fluent
English
Advanced

Work Experience

Senior Game Engineer at Suprema Gaming
September 29, 2024 - Present
• Standardization with Unity/C#: Designed and implemented a custom MVVM architecture in Unity for a Poker Game, which was adopted as the official standard for all new company projects • Live Ops & Multiplayer: Established real-time communication between Unity and game servers (Pomelo/Colyseus), optimizing multiplayer flow for thousands of users • Technical Quality: Responsible for code quality, adherence to architecture, and development pipeline improvements
Lead / Principal Game Engineer at Kokku Games
April 30, 2022 - September 30, 2024
Prison Architect 2 (Lead Game Engineer) • Leadership in Unity: Led the engineering squad in a high-stakes codevelopment environment, ensuring robust solutions using Unity, C# and C++ • Simulations & Performance: Developed core gameplay mechanics supporting complex simulations while managing the bug burndown and feature prioritization EA Sports WRC (Principal Game Engineer) • Technical Depth in C++/Unreal: Acted as the technical owner of critical global systems (Achievements, Tutorials, Boot Flow) using Unreal Engine and C++ • AAA Standards: Implemented high-fidelity UI systems and accessibility features, ensuring stability for a major global launch
Co-founder / Lead Game Engineer at SouthBox Game Studio
June 30, 2014 - September 30, 2022
• IP Creation with Unity: Directed the technical lifecycle of original titles like Super Volley and City Crush, managing everything from AI systems to PlayFab/Firebase backend integrations • Technical Versatility: Shipped multiple titles across PC and Mobile platforms, proving long-term expertise in Unity and C# and team leadership
Lead Game Engineer at Compass.uol
August 30, 2021 - April 29, 2022
• Leadership in Unity: Served as the technical reference for developing multiplayer virtual store simulators, maintaining end-to-end ownership of netcode and multiplayer architecture • Cloud & VR Integration: Integrated complex cloud solutions (AWS, Firebase) and led UI/UX implementation for "A Museum of Lost Arts," a VR experience for Meta Quest 2 • Technical Ownership: Delivered robust gameplay programming and real-time synchronization using Photon PUN and Unity Services to ensure a high-quality immersive experience
Professor of Computer Science & Game Development at IMED (Atitus Education)
July 27, 2013 - June 26, 2017
• Technical Mentorship: Instructed undergraduate courses in Object-Oriented Programming (OOP) and Digital Games, mentoring the next generation of engineers on software design patterns and game engine fundamentals • Advanced Curriculum: Developed and taught the curriculum for Logical Reasoning and Web Programming, providing students with a strong foundation in algorithmic thinking and scalable web architectures • Academic Leadership: Bridged the gap between academic theory and industry standards, preparing students for high-performance roles in the tech and gaming sectors
Game Engineer at Senai / RS
May 30, 2011 - December 29, 2013
• Educational Innovation: Designed and developed immersive 3D simulators for distance learning, creating interactive training environments for technical education • Technical Simulation: Implemented accurate electrical behavior modeling and complex user interactions within 3D environments to enhance the learning experience • Optimization: Optimized performance for both web and desktop deployment, ensuring accessibility and stability across multiple platforms

Education

Master of Science (M.Sc.) in Applied Computing at University of Passo Fundo
January 1, 2014 - January 1, 2015
Postgraduate in Digital Game Development at PUC-RS
January 1, 2011 - January 1, 2012
Bachelor of Science (B.S.) in Information System at IMED (Atitus Education)
January 1, 2007 - January 1, 2010

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Education, Software & Internet
    paper Prison Architect 2

    Co-development AAA game made with Unity.

    My role was Lead Game Engineer and I was responsible for:

    • Leadership in Unity: Led the engineering squad in a high-stakes codevelopment environment, ensuring robust solutions using Unity and C#
    • Simulations & Performance: Developed core gameplay mechanics supporting complex simulations while managing the bug burndown and feature prioritization

    paper EA Sports WRC

    Co-development AAA game made with Unreal Engine.
    My role was Principal Game Engineer and I was responsible for:

    • Technical Depth in C++/Unreal: Acted as the technical owner of critical global systems (Achievements, Tutorials, Boot Flow) using Unreal Engine and C++
    • AAA Standards: Implemented high-fidelity UI systems and accessibility features, ensuring stability for a major global launch

    paper Mega Monster Party

    Co-development AirConsole game made with Unity

    My role was Game Engineer and I was responsible for:

    • Implementation of mini games integrated into the air console

    paper Dinolandia

    Authorial educational game for a client made with Unity.
    My role was Lead Game Engineer and I was responsible for:

    • IP Creation with Unity: Directed the technical lifecycle, managing everything from AI systems to PlayFab/Firebase backend integrations
    • Technical Versatility: Shipped multiple title across Movile platform, proving long-term expertise in Unity and C# and team leadership

    paper City Crush

    Authorial game made with Unity.
    My role was Lead Game Engineer and I was responsible for:

    • IP Creation with Unity: Directed the technical lifecycle, managing everything from AI systems to PlayFab/Firebase backend integrations
    • Technical Versatility: Shipped multiple title across Movile platform, proving long-term expertise in Unity and C# and team leadership

    paper Super Volley

    My role was Lead Game Engineer and I was responsible for:

    • IP Creation with Unity: Directed the technical lifecycle, managing everything from AI systems to PlayFab/Firebase backend integrations
    • Technical Versatility: Shipped multiple title across PC platform, proving long-term expertise in Unity and C# and team leadership

    paper A Museum of Lost Arts

    Full development VR Game made with Unity.

    My role was Lead Game Engineer and I was responsible for:

    • Leadership in Unity: Served as the technical reference for developing multiplayer virtual store simulators, maintaining end-to-end ownership of netcode and multiplayer architecture
    • Cloud & VR Integration: Integrated complex cloud solutions (AWS, Firebase) and led implementation.
    • Technical Ownership: Delivered robust gameplay programming and real-time synchronization using Photon and Unity Services to ensure a high-quality immersive experience

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