
Unreal Engine developer · gameplay systems, editor tooling and C++
Las Palmas, Spain · EU citizen · remote worldwide through an Employer of Record, no visa sponsorship needed
I have spent six years building games in Unreal, mostly on the systems side: gameplay and character code, multiplayer replication, and the editor tooling that holds a production together.
I shipped a hand-tracking VR game for Meta Quest 3 on a commission from 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. When a job has to be done twice by hand I usually end up writing the tool for it, and most of those are open source.
I am an EU citizen based in Spain. For remote roles outside the EU I can be hired as an employee through an Employer of Record such as Deel or Remote.com, so there is no work permit or visa sponsorship involved.
Narrative design tool that turns a game design document into per-character branching story trees, edited as a node graph inside an embedded web view. A bundled local LLM keeps merges, splits and rewrites narratively coherent without any cloud dependency.
Markerless motion capture. Runs pose inference on the GPU through NNE with a DirectML backend, decodes 133 keypoints into a 19-bone skeleton, and streams it into the engine over a custom Live Link source. Auto-calibration, anti-jitter filtering and multiplayer support.
Editor plugin that audits an entire level in one pass: static and skeletal meshes, textures, materials, animations, audio, lighting and post-process. Estimates memory, counts shader instructions, narrows the scan with frustum culling and exports JSON reports. Built on Slate, hotkeys for every category.
Content Browser organizer driven by rules. Two modes, type-based and name-grouping, with Epic-recommended presets, batch operations and full undo. Written after one too many afternoons sorting assets by hand.
Runtime vertex-colour painting for static and skeletal meshes, with per-channel RGBA control, configurable fade, GPU-batched updates and a Blueprint API.
Line-traces the terrain and spawns spline bridges, wall ladders or stepped ramps depending on the surface normals it finds. Spawns at runtime and comes out animation-ready.
Landscape tool for filling and painting grass layers across large terrains, with control over distribution, density and blending.
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