Senior 3D engine developer and software architect with nearly 30 years of experience in real-time interactive technology, spanning custom spatial collision engines, software rasterizers, and multi-user skeletal tracking runtimes. I bridge low-level mathematical rigor (matrices, quaternions, rigid body kinematics) with high-level engine systems and game production tools (Godot, Unity, custom level editors). I specialize in performant 3D spatial collision systems, skeletal animation integration, and mobile iOS/Android stability through careful frame-budget, memory, and cross-platform build optimization.

Garry Iglesias

Senior 3D engine developer and software architect with nearly 30 years of experience in real-time interactive technology, spanning custom spatial collision engines, software rasterizers, and multi-user skeletal tracking runtimes. I bridge low-level mathematical rigor (matrices, quaternions, rigid body kinematics) with high-level engine systems and game production tools (Godot, Unity, custom level editors). I specialize in performant 3D spatial collision systems, skeletal animation integration, and mobile iOS/Android stability through careful frame-budget, memory, and cross-platform build optimization.

Available to hire

Senior 3D engine developer and software architect with nearly 30 years of experience in real-time interactive technology, spanning custom spatial collision engines, software rasterizers, and multi-user skeletal tracking runtimes.

I bridge low-level mathematical rigor (matrices, quaternions, rigid body kinematics) with high-level engine systems and game production tools (Godot, Unity, custom level editors). I specialize in performant 3D spatial collision systems, skeletal animation integration, and mobile iOS/Android stability through careful frame-budget, memory, and cross-platform build optimization.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert

Language

French
Fluent
English
Advanced

Work Experience

Senior System Architect / Technical Lead at Dreamscape Immersive
January 1, 2016 - January 1, 2025
Engineered high-precision spatial offset correction and event timestamping algorithms to synchronize 12+ real-time motion capture players in shared 3D space. Developed native C++ modules and automated FFI compilation to bind low-level hardware tracking and physics drivers to high-level C# engine runtimes. Ported core C++ runtimes to Android mobile architectures using automated CMake build scripts and diagnostic telemetry tooling.
Technical Director (Freelance Mission) at Jade Studio
January 1, 2014 - January 1, 2014
Structured mobile game codebases including scene management and asset loading pipelines optimized for iOS and Android. Partnered with artistic leadership to define and implement mobile GPU frame-budget constrained visual FX workflows. Configured CI scripts and multi-target compilation pipelines for App Store publishing.
Co-Founder & CTO at Aptarism Lausanne
January 1, 2012 - January 1, 2013
Programmed interactive 3D desktop applications using Qt/C++ and Unity/C# custom interactive marketing software. Authored computer vision prototypes using Kinect depth sensors to isolate human body silhouettes for real-time video segmentation.
Engine Developer / Engine Lead at DC Studios / Firebrand Games
January 1, 2005 - January 1, 2006
Designed and implemented a fast fixed-point collision library using uniform spatial grid partitioning, optimized for ARM registers under strict memory limits. Built a C++ 2D/3D graphics engine under 4MB RAM constraints on Nintendo DS. Developed a C# / DirectX 9 Windows level editor for visual editing and serialization of 3D terrain geometry and collision grids.
Lead Engine Programmer / Graphic Engine Lead at Ubisoft Montreal
January 1, 2004 - January 1, 2005
Spearheaded the Xbox graphics port of CryEngine (Far Cry Instincts). Engineered custom spatial partitioning and memory routines for outdoor terrain and instanced foliage rendering. Optimized low-level vertex and pixel shader assembly routines for showcase presentations (Prince of Persia: The Two Thrones).
Lead Engine Programmer / Graphic Engine Lead at Ubisoft
January 1, 2004 - January 1, 2005
Spearheaded the Xbox graphics port of CryEngine (Far Cry Instincts). Engineered custom spatial partitioning and memory routines for outdoor terrain and instanced foliage rendering. Optimized low-level vertex and pixel shader assembly routines for high-profile showcase presentations (Prince of Persia: The Two Thrones).
R&D 3D Graphics Lead at Kalisto Entertainment
January 1, 1997 - January 1, 2002
Designed platform-agnostic shared 3D technology interfaces in C/C++ and authored DirectX 3D rendering backends for PC and Sega Dreamcast hardware. Programmed real-time particle effects systems and high-resolution dynamic UI libraries (Ultim@te Race Pro).

Education

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Industry Experience

Gaming, Computers & Electronics, Software & Internet, Media & Entertainment, Professional Services