Victor Rivas

Victor Rivas

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.

Plugins and systems

OmegaTeller

Unreal Engine 5.8 · Experimental

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.

C++SlateLocal LLM

Kinemotion

Unreal Engine 5.5+

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.

C++NNE / DirectMLLive Link

Optilogger

Unreal Engine 5.3+

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.

C++SlateProfiling

SmartFolders

Unreal Engine 5.6

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.

BlueprintsPythonEditor

Paint System

Unreal Engine 5.4

Runtime vertex-colour painting for static and skeletal meshes, with per-channel RGBA control, configurable fade, GPU-batched updates and a Blueprint API.

C++Render targetsMaterials

Procedural Animated System

Unreal Engine 5.5

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.

C++SplinesPCG

Grass Generator

Unreal Engine 5.3

Landscape tool for filling and painting grass layers across large terrains, with control over distribution, density and blending.

C++Landscape

Experience

Founder and Lead Programmer

2022-present

The Boltage Studio · Remote

  • Lead all gameplay programming on Amper, an indie title 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, which removed the need for suit-based capture sessions.
  • Implemented client-server replication for character interaction, physics state and networked animation.
  • Delivered Slate editor utilities that cut manual steps out of the animation and QA cycle for the whole team.

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.

Skills

Languages
C++, 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)