I am a gameplay and animation programmer specializing in creating responsive, character-driven systems. My passion lies at the intersection of movement, combat, and animation. Crafting the moment-to-moment feel that defines a game's identity. I recently completed my Master's in Game Design, and technical degree in Game Development focusing my expertise on advanced animation systems and character control. My portfolio showcases this through projects like a full Souls-like combat framework in Unreal Engine 5 and a movement-based magic system prototype. I thrive on technical challenges that directly shape player experience: implementing data-driven animation graphs and motion-matching systems, designing physics-informed movement, and building animation state machines that are both powerful and designer-friendly. My technical toolkit includes C++, C#, Unreal Engine 5, Unity, and expertise in 3D content pipelines (Maya/3DS Max, ZBrush, Substance). My background includes production experience on a VR title, giving me a keen understanding of full development pipelines.

Jaume Avinyó

I am a gameplay and animation programmer specializing in creating responsive, character-driven systems. My passion lies at the intersection of movement, combat, and animation. Crafting the moment-to-moment feel that defines a game's identity. I recently completed my Master's in Game Design, and technical degree in Game Development focusing my expertise on advanced animation systems and character control. My portfolio showcases this through projects like a full Souls-like combat framework in Unreal Engine 5 and a movement-based magic system prototype. I thrive on technical challenges that directly shape player experience: implementing data-driven animation graphs and motion-matching systems, designing physics-informed movement, and building animation state machines that are both powerful and designer-friendly. My technical toolkit includes C++, C#, Unreal Engine 5, Unity, and expertise in 3D content pipelines (Maya/3DS Max, ZBrush, Substance). My background includes production experience on a VR title, giving me a keen understanding of full development pipelines.

Available to hire

I am a gameplay and animation programmer specializing in creating responsive, character-driven systems. My passion lies at the intersection of movement, combat, and animation. Crafting the moment-to-moment feel that defines a game’s identity.

I recently completed my Master’s in Game Design, and technical degree in Game Development focusing my expertise on advanced animation systems and character control. My portfolio showcases this through projects like a full Souls-like combat framework in Unreal Engine 5 and a movement-based magic system prototype.

I thrive on technical challenges that directly shape player experience: implementing data-driven animation graphs and motion-matching systems, designing physics-informed movement, and building animation state machines that are both powerful and designer-friendly. My technical toolkit includes C++, C#, Unreal Engine 5, Unity, and expertise in 3D content pipelines (Maya/3DS Max, ZBrush, Substance).

My background includes production experience on a VR title, giving me a keen understanding of full development pipelines.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert

Work Experience

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Education

Mastering game design at Universitat Politècnica de Catalunya
January 1, 2017 - January 1, 2022
at UTAD Madrid
January 1, 2023 - January 1, 2024

Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment