Available for new opportunities· Querétaro / Remote

GAME SYSTEMS · CREATOR TOOLS · REAL-TIME VFX

I engineer playable ideas.

Game and software developer focused on Unity, C# and Unreal Engine 5.

Querétaro, Mexico English B2 Available immediately
CREATIVE_SYSTEMS.EXELIVE
PLAYcode × craft
GAMEPLAYTOOLSVFXWORLDS
UNITY · UE5 · C++ · WEBREADY_01
Scroll to work
01Published tool
4+Years building
08Selected projects
03Creative disciplines
01 / SELECTED WORK

Code, art and the space between.

Production work and focused studies across gameplay, tools, graphics, VFX and interactive web.

02UE5 Gameplay

Playable environment built around reusable Blueprint systems

The Exit 8 — Systems Study

A technical recreation of anomaly logic, loop progression and environmental interactions in Unreal Engine 5.

Unreal Engine 5BlueprintsGameplayLevel Design
03Graphics Engine

A four-month deep dive into real-time rendering fundamentals

BananasEngine

A lightweight C++ graphics engine with OBJ loading, transforms, lighting and live scene controls through ImGui.

C++DirectXImGuiRendering
04Client Web

Final client website delivered and operating online

Ká Hai — Interactive 3D

A responsive production website with two interactive GLB viewers, camera controls and live PBR material customization.

JavaScriptmodel-viewerPBRResponsive Web
05Unity VR

Project leadership plus hands-on gameplay programming

Automaton Hunters

A team VR game I led while contributing directly to gameplay, interaction and interface systems.

UnityC#VRUI / UXSpline AI
06Real-time VFX

Four reusable Niagara studies with distinct visual languages

Shields, Trails, Beams & Orbs

A focused Unreal Engine 5 collection exploring readable silhouettes, energy motion and layered gameplay feedback.

UE5NiagaraMaterialsVFX
073D Art

World-building practice grounded in real-time constraints

Environment & Material Studies

Real-time scenes studying composition, lighting, terrain, materials and asset integration.

Unreal EngineUnityBlenderSubstance
08Technical Art

Technical-art studies for responsive real-time worlds

Procedural Material Programming

Material and environment exercises joining shader logic, procedural controls and visual composition.

ShadersMaterialsUnreal EngineTechnical Art
02 / PROFILE

A developer who thinks in systems and pictures.

I move comfortably between code and visual craft. That range helps me prototype clearly, communicate across disciplines and turn complex mechanics into experiences people can read and enjoy.

01

Design for feedback

Every interaction should explain what happened.

02

Build for iteration

Reusable systems make the next idea faster.

03

Protect the frame

Visual impact only works when information stays clear.

UNITYUNREAL ENGINE 5C#C++NIAGARABLENDERSQLAWSWEB 3D
03 / EXPERIENCE
012026—NOW
JaRo Labs

Co-founder

3D modeling and printing, machine maintenance, orders and operational dashboards.

022025
Freelance

UE5 / Blender instructor

Taught modeling, texturing, asset integration and Blueprint fundamentals.

032024
Attribute Overload

Unity Developer Intern

Built editor tooling, tests and UI; supported backend integration and AI navigation research.

042024
Icaro Technologies

Unity Backend Programmer

Developed VR mechanics for an educational milling-machine simulation.

NEXT QUEST / 04

Have a difficult idea? Let’s make it playable.

Open to game development, tools, software, technical art and interactive web opportunities.