I am a gameplay programmer with nearly 5 years of experience primarily focused on AAA multiplayer titles. I enjoy collaborating closely with design teams to bring game ideas to life, which feels like solving puzzles through code. When I’m not working on games, I love playing Dungeons and Dragons as a Dungeon Master, which helps me develop my planning and group management skills. I also paint Warhammer 40K miniatures and enjoy teaching that hobby to others. My technical expertise spans C++ and C# programming, working with tools like Unreal Engine and Unity. I have experience in implementing gameplay systems including recoil, aim assist, and networked features, always striving to make features data-driven and scalable to suit game as a service models.

Marcos Ramirez

I am a gameplay programmer with nearly 5 years of experience primarily focused on AAA multiplayer titles. I enjoy collaborating closely with design teams to bring game ideas to life, which feels like solving puzzles through code. When I’m not working on games, I love playing Dungeons and Dragons as a Dungeon Master, which helps me develop my planning and group management skills. I also paint Warhammer 40K miniatures and enjoy teaching that hobby to others. My technical expertise spans C++ and C# programming, working with tools like Unreal Engine and Unity. I have experience in implementing gameplay systems including recoil, aim assist, and networked features, always striving to make features data-driven and scalable to suit game as a service models.

Available to hire

I am a gameplay programmer with nearly 5 years of experience primarily focused on AAA multiplayer titles. I enjoy collaborating closely with design teams to bring game ideas to life, which feels like solving puzzles through code. When I’m not working on games, I love playing Dungeons and Dragons as a Dungeon Master, which helps me develop my planning and group management skills. I also paint Warhammer 40K miniatures and enjoy teaching that hobby to others.

My technical expertise spans C++ and C# programming, working with tools like Unreal Engine and Unity. I have experience in implementing gameplay systems including recoil, aim assist, and networked features, always striving to make features data-driven and scalable to suit game as a service models.

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Experience Level

Expert
Expert
Intermediate
Intermediate

Work Experience

Gameplay Programmer at People Can Fly - Project Bifrost
June 30, 2025 - July 18, 2025
Worked remotely on implementation of gameplay features such as recoil system adjusted with player input, aim assist with bullet magnetism and target painting, and expanded hit feedback systems in the HUD. Developed a scheduler system managing activation of actors using EQS queries, created custom network nodes with UE5 RepGraph, and implemented UI widgets to show player stats affected by item attributes. Also built in-editor tools to assist design in placing custom actors with UE5 geometry scripting.
Gameplay Programmer at Creative Assembly - Hyenas
December 31, 2023 - July 18, 2025
Focused on polishing and improving player interaction systems, creating abilities using the Unreal Engine ability system in C++, and delivering a character execution system leveraging UE5 sequencer. Refined loot distribution and pickup features, worked on weapons, gadgets, projectiles, and character-related systems while ensuring data-driven design aligned with Game As A Service methodologies.

Education

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Qualifications

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Industry Experience

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