Juan Ricardo Rios Salcido
Hi, I'm Juan Ricardo Rios Salcido, a passionate Game Developer and Technical Artist based in Guadalajara, Mexico.
About
Hi, I’m Juan Ricardo Rios Salcido, a passionate Game Developer and Technical Artist based in Guadalajara, Mexico. Over the years, I’ve specialized in both programming and digital art, combining my skills in Unreal Engine, Unity, and various 3D modeling tools to create engaging and visually appealing games. Collaboration, creativity, and adaptability are at the core of my work ethos as I love to deliver compelling gameplay experiences.
With a background in Digital Arts specialized in video games from Tecnologico de Monterrey, I have experience working on a variety of projects including VR, mobile 2D games, and AAA titles. Currently, I’m developing gameplay mechanics, shaders, and game assets using C++, Blueprints, and Unity. I’m proud to have received an all-access pass to GDC 2024 as one of ten people in Mexico, and I continuously seek new challenges to level up my skills and contribute to the gaming industry.
- 3 years' experience
- Joined June 2025
Industry experience
- Gaming
- Software & Internet
- Media & Entertainment
- Education
Work experience· 5 roles
Contract role focused on Unity for a 2D mobile game. Responsibilities included developing shaders, creating and implementing prefabs, adjusting assets, writing C# logic, asset animations, and 2D rigging.
Contracted as a Technical Artist focusing on integrating assets, creating shaders and VFX using Unreal Engine 5, Unity, and other tools. Developed gameplay mechanics in C++ and Blueprints, worked on procedural level generation, 2D mobile game Unity technical art, and contributed to unannounced projects including VR games for OXXO and local multiplayer party game. Engaged in UI interfaces, asset animation, and cinematic tools development along with overlay programming for enhanced gameplay experience.
Worked on an unannounced VR project involving games for clients like OXXO, ItTransform, and ProSazon using Unreal Engine 5. Responsibilities included gameplay mechanics programming (C++ and Blueprints), shaders and materials creation, VFX for power-ups and player states, and developing tools for level creation.
Education
Certifications and awards
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