Gameplay Engineer
Hi! I’m a Gameplay & Systems Engineer with a degree in Video Game Design and Production from Tecnocampus (UPF). I specialize in the architecture of complex gameplay systems, focusing on the intersection of technical logic, performance, and game feel.
My core expertise lies in VR development and networking, where I currently engineer immersive experiences at Univrse. My work involves building robust multi-user interaction layers, optimizing cross-platform performance, and ensuring technical stability across diverse hardware.
I am also driven by the challenges of Technical Art, enjoying the process of bridging the gap between artistic vision and rigorous logic. It’s that sweet spot where creativity meets logic, and it keeps things interesting.
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Languages: C#, C++, HLSL, Lua, R
Engines & XR: Unity, Unreal Engine, VR Integration (Vive, Pico)
Specialties: Gameplay Systems, Client-Server Networking, Shader Programming, Tools Development
Backend & Tools: Git (Sourcetree, Anchorpoint), Firebase, Visual Studio, Cursor, Rider
Self-motivated and proactive in identifying and solving challenges
Highly disciplined
Adaptable in dynamic environments
I pay attention to the details, but I don’t get lost in them
Able to maintain performance in high-stress environments
Univrse
September 2024 - Present
I bridge the gap between creative vision and technical execution in VR. My work at Univrse involves architecting custom gameplay systems and robust networking layers that support shared virtual spaces. Beyond feature development, I ensure the seamless integration of our internal SDK into live projects, performing targeted R&D and identifying critical systemic issues to improve product stability, while also navigating the complexities of package dependencies and hardware-specific optimizations. Whether it’s debugging headset-specific issues or building tools to streamline the art pipeline, my focus is always on clean, maintainable code and team velocity.
Some of my work includes such features as:
Synchronous Multiplayer Systems: Architected real-time networking interactions for shared VR spaces, including collaborative group mechanics where multiple users must interact simultaneously to achieve objectives.
Dynamic Achievement Systems: Developed a persistent trophy and achievement system that synchronizes data across the server, updating both local user HUDs and networked avatar representations to provide immediate social validation.
Physics-Based Interaction Design: Engineered an immersive "natural grab" system utilizing hand gesture detection and Unity physics, replacing traditional "snap-to-hand" mechanics with a more realistic interaction model.
Univrse
May 2024 - September 2024