Victor Rivas
Unreal Engine developer · gameplay systems, editor tooling and C++
Six years building games in Unreal, mostly on the systems side. I shipped a hand-tracking VR game for Meta Quest 3 commissioned by the Gran Canaria Tourism Board, worked as lead programmer on the Unreal Engine 5 build of a PlayStation Talents finalist, and run my own studio with a title heading to Steam. I am an EU citizen based in Spain and can be hired as a remote employee anywhere through an Employer of Record such as Deel or Remote.com, so no visa sponsorship is needed.
Experience
Founder and Lead Programmer
2022-present
The Boltage Studio · indie studio, 8-10 people · Remote
- Lead all gameplay programming on Amper, featured in DeVuego. Replaced manual level setup with a data-driven content pipeline so designers can build without waiting on code.
- Gameplay and tooling lead on Noah and the Cosmic Cleanup, listed on Steam with a playable demo due in October 2026. Own the modular character framework the whole cast is built on, and test every build on handheld Linux hardware through SteamOS.
- Set up CI/CD on GitHub Actions, code review and two-week sprints for a distributed team, and scripted the build automation for PC and mobile.
Unreal Engine Developer
Mar-Dec 2025
Salascala / TheWiseDreams · Gran Canaria, hybrid
- Shipped GastroGranca, a hand-tracking VR cooking game for Meta Quest 3 commissioned by the Gran Canaria Tourism Board, delivered on schedule and covered in the regional press.
- Worked on three further VR client projects under NDA, one of them a motion-capture experience I built end to end.
- Held the target framerate on Quest standalone hardware by rebuilding the interaction systems around hand-tracking-native components and gating merges on frame-budget checks.
- Built the markerless mocap pipeline in C++ end to end, taking Quest 3 and webcam input through a custom Live Link source with GPU inference.
- Implemented client-server replication for character interaction, physics state and networked animation, and delivered Slate editor utilities that cut manual steps out of the animation and QA cycle.
Gameplay Programmer
2024
Selene Games · Fatal: Unleashed Darkness · Remote
- Built a spline-based vehicle system with tunable acceleration, braking curves and drift physics, exposing the parameters so designers could tune the handling themselves.
- Fixed reproducible build-stability failures and removed level-streaming hitches through targeted profiling.
Lead Programmer
2021
Team Panda · Azra
- Architected the controller input, combat and character systems for the Unreal Engine 5 build.
- The game reached the PlayStation Talents 2021 final and was nominated for Best Narrative.
Plugins and systems
Kinemotiongithub.com/vicvasper/Kinemotion_UE5.5
UE 5.5+
Markerless motion capture. Runs pose inference on the GPU through NNE, decodes 133 keypoints into a 19-bone skeleton and streams it into Unreal over a custom Live Link source.
C++ · NNE / DirectML · Live Link
Optiloggergithub.com/vicvasper/Optilogger_UE5.x
UE 5.3+
Editor plugin that audits a whole level in one pass: meshes, textures, materials, animations, audio, lighting and post-process. Memory estimation, shader instruction counts, frustum culling and JSON export.
C++ · Slate · Profiling
SmartFoldersgithub.com/vicvasper/SmartFoldersPlugin_UE5.6
UE 5.6
Rule-driven Content Browser organizer. Type-based and name-grouping modes, Epic-recommended presets, batch operations and full undo.
Blueprints · Python · Editor
Runtime vertex-colour painting for static and skeletal meshes, per-channel RGBA, configurable fade, GPU-batched updates and a Blueprint API.
C++ · Render targets · Materials
Terrain-aware generator that line-traces the ground and spawns spline bridges, wall ladders or stepped ramps from the surface normals. Animation-ready, spawns at runtime.
C++ · Splines · PCG
Landscape tool for filling and painting grass layers across large terrains, with control over distribution, density and blending.
C++ · Landscape
Skills
- Languages
- C++ (memory management, multithreading, debugging), Blueprints, Python, C#
- Engine
- Unreal Engine 5.x and UE4, Gameplay Framework, replication, UMG, Slate, editor plugins, Live Link, NNE / DirectML
- Areas
- Gameplay and character systems, editor tooling, multiplayer, VR and hand tracking, motion capture, procedural generation, physics
- Platforms
- PC, Meta Quest, iOS and Android from UE5, handheld Linux (SteamOS) testing
- Performance
- Unreal Insights, in-engine stat commands, CPU / GPU / memory profiling, draw-call reduction, level streaming, frame budgets
- Workflow
- Git, GitHub Actions, Visual Studio, Blender, Maya, code review, Agile
- Spoken
- Spanish (native), Galician (CELGA IV), English (B2, professional working proficiency)
Education
Voxel School
2021-2022, 2026
Real-Time VFX Technical Artist Course, Gran Canaria campus with SPEGC, 480 hours (ends October 2026)
Master in Digital Animation and VFX (UCM), Madrid
EOI
2023, 2025
Advanced Course in Game Development with Unreal Engine 5 (2025)
Game Development with Unreal Engine (2023)
EISV, Vigo
2019-2021
Advanced Vocational Degree, 3D Animation, Games and Interactive Environments