Engine programmer @ Glowmade

2023 - present (as Principal engine programmer)

Nov 2019 - 2023

Titles: Rustheart (cancelled), King of Meat

Working in a small-ish studio implementing many new features for their proprietary engine, both low level and user level, including: “tyding up” and improving the various memory subsystems across the entire engine and game and adding runtime memory statistics and tooling, many low-level threading improvements, creating a prefab subsystem from scratch for use by content creators together with the entity system, a few user-level editor tools, some improvements in the content packaging and general resource system, working on a generic platform layer for portability across platforms, integrating external profiling tools, continued performance investigations etc etc.



Systems & engine programmer @ Hangar 13

March 2019 - Nov 2019

Titles: Volt (cancelled)

Working on the core engine team for their proprietary open world engine, with a big focus on the visual scripting system (similar to Unreal’s blueprints) at a low level. Also higher level gameplay systems and tools in C#.



Senior developer @ Electric Square

April 2018 - March 2019

Titles: The Grand Tour, Forza Street

Worked with the PS4 team on memory profiling and optimization for the platform, created a customized distributed build system for the day to day use of the team, aided in general PS4 support for the Lumberyard engine.
After that spent some time helping out on an Unreal project (adapted for mobile) developing custom profiling tools and doing some general optimization.



Senior developer @ Gameloft

May 2016 - March 2018

Titles: Warriors of the Abyss (cancelled), NOVA Legacy, Disney Magic Kingdom

Worked with several mobile development teams with really tight size restrictions in various areas like gameplay, audio, multiplayer, tooling, etc. Some quick prototyping in Unity.



Generalist developer @ BKOOL

April 2013 - May 2016

Worked on the development of a fully featured indoor cycling simulator with real planetary topography using NASA satellite elevation data in the Unity3D engine, mainly in charge of implementing and maintaining the wireless protocols (over BTLE & Ant) used to communicate with a plethora of sports devices and hardware (including the development of native low-level plugins for all the supported platforms, i.e: PC, OSX, Android & iOS). Also worked in 3D rendering and multiplayer.

Worked on the development of a mobile app (finally discontinued) with a common codebase for Android & iOS and several other tools for infrastructure/support.



Programmer @ Zinkia

July 2007 - May 2009

Titles: Hello Pocoyo, Pocoyo Racing

Worked with a small team (4 coders) on building a custom engine, tools and games for the Nintendo DS platform, in various areas like core engine, gameplay, AI, audio/video, pipeline tooling, etc.