// VIDEOGAME PROGRAMMER
I'm a Game Programmer with a passion for the technical side of visual art. My focus is the intersection between code and visuals — building rendering systems, shaders, and procedural tools that make games look and feel great.
I've implemented PBR, Forward+, Deferred rendering, post-process pipelines and procedural generation systems in Vulkan. I understand what happens at the GPU level, which means I can debug, optimize, and build on top of engines like UE5 and Unity with real depth.
Based in Valencia, Spain — open to remote and on-site opportunities.
Custom rendering engine built from scratch in Vulkan and C++. Implements Forward+, Deferred and Deferred PBR pipelines with a Shadow Atlas for multi-light support. Full post-process stack — Bloom, Depth of Field and Motion Blur — all chained. Procedural generation systems: L-System tree/plant generator with 5 species, Simplex-noise forest placement, and Wave Function Collapse tilemap generator. ECS architecture with a Job System for async loading.
Top-down arcade action-comedy in UE5. Team project — responsible for gameplay systems, character mechanics and C++ architecture.
Unity bartender game — craft drinks and listen to customer stories. In development. Personal project.
Academic VR infinite runner in Unity. Focused on comfortable VR locomotion and interaction on Meta Quest 2/3.
AI demo in UE5 using Behavior Trees. Patrolling agents, 1v1 combat, and team-based combat scenarios.
UE5 puzzle game exploring gravitational manipulation and perspective shifting. Player must recover spaceship components to return home.
Computer Engineering thesis — VR Ping Pong on Oculus Quest 2. Focused on realistic physics simulation and haptic feedback.
UE4 prototype exploring interaction mechanics, atmospheric storytelling and tension-building for the horror genre.
Academic Unity runner built with a partner. First full game loop shipped — procedural obstacle generation and score system.
ESAT — Escuela Superior de Arte y Tecnología
Advanced rendering, C++, engine architecture, team game development. Built a full Vulkan engine from scratch.
Universitat de València (UV)
Software engineering, C++, linear algebra, physics simulation. Strong mathematical foundation for graphics and rendering.
LSyM – IRTIC
Simulator development for training and learning, VR integration, bug fixing and software solutions.
Quasar Dynamics
Entertainment web and app development.
SagitaZ
Team lead, client solutions, Zoho integration, chatbot development.
IRTIC
Unity and web solutions during Computer Engineering internship.
Open to TA / Gameplay Programmer roles — remote or on-site.
Comfortable working across the art-code boundary: shaders, render pipelines, procedural tools, pipeline scripting. Let's build something worth looking at.