I am a Technical Artist & Gameplay Programmer with expertise in data-driven workflows, blending shader programming (HLSL/ShaderLab), VFX, and Unity/Godot optimization with C#/GDScript gameplay systems. I leverage Unity DOTS for performance-focused AI/physics/multiplayer architectures and data science to refine player experiences. My goal is to bridge 3D art pipelines with engineering via toolchain automation, runtime-efficient asset strategies, and shader integration for end-to-end system execution. I have a strong background in game development, having worked on various projects that emphasize both technical and artistic skills. My experience includes optimizing rendering pipelines and crafting engaging gameplay mechanics. I am passionate about creating immersive experiences and continuously improving my skills in the gaming industry.
The theses research is about Parallel Programming of Game Artificial Intelligence applied to Game Development and Performance Optimization.
Superior degree in game development of 3 years, covering programming, art, management, and agile methods.
Spearheaded camera system redesign, authored real-time VFX outline shaders, optimized mobile rendering pipelines/lighting, crafted power-up VFX, and integrated post-processing effects for cross-platform performance and visual polish.
Responsible for code game mechanics, UI, and art integration, also responsible for Tech Art directions, developing and maintaining the Unnatural Selection game.
Programmed and developed a mobile RPG, ‘Olavo’, of social impact with an educative approach.
Worked on small projects (Mobile, PC) for companies around the world.
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