I'm a game programmer specializing in object-oriented programming, with 3 years of experience in the industry, including the development of two console commercially published games and one mobile live game.
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Piccolo Studio
October 2024 - Currnetly
Engine: Unreal 5 | Lenguaje: C++
Working on an unannounced game, focusing on gameplay programming.
Games: Unannounced
Melbot Studios
January 2022 - April 2023 | October 2023 - October 2024
Engine: Unity | Lenguaje: C#
In Melbot, I had the opportunity to be part of two consoles games launch and contribute to its ports. Additionally, I was involved in developing tools for various departments.
Games: Nick Junior - My Little Ponny
Magnetic Games
April 2023 - October 2023
Engine: Unity | Lenguaje: C#
I developed on a live videogame, developing essential functions and helping to create the first in-game shopping system for the game. I was also developing features which required server-client communication.
Games: Art Heist Puzzle
Kaneda Games
June 2021 - August 2021
Engine: Unity | Lenguaje: C#
I was helping to develop a local multiplayer jet ski game. I was in charge of organizing the game loop and the UI.
Games: Smoots JetSki
Xnergic - Tecnocampus
October 2020 - January 2022
I work as a teacher at Xnergic Tecnocampus, where I provide curses about Unity, Scratch, and Arduino to children throughout the year.
C#
C++
Lua
Python
Unity
Unreal
Defold
Sourcetree
Tortoise git
GitHub
Raider
Visual Studios
FMOD studios
Nick Jr Party Adventure
Melbot - PC & Console
Nick Junior is a platform game that was developed over the course of 2 years.
In this game, I worked on developing tools, gameplay, internal systems for the company, playStation 5 port, localization...
One of the biggest challenges was the transition to the Switch, as we encountered optimization issues with it.
Art Heist Puzzle
Magnetic games - Android and IOS
With more than 500k+ downloads, is a game that I implemented client-server communication code, introduced significant features, and actively applied dependency injection techniques by debugging complex issues in the existing codebase, ensuring the game's stability.
My Little Pony : A Maretime Bay Adventure
Melbot - PC & Console
I joined the development of My Little Pony, during its final stages. My primary contributions involved optimizing the game and addressing existing bugs to ensure a smooth release. Additionally, I took on the responsibility of porting the game to the PlayStation 5 platform.
Cube's Side
By me - Android
I independently created a puzzle game, taking full responsibility for developing various key components. This included designing the level saving system, crafting the character controller, implementing a UI system, and designing a random level generation system.
Marina Chavarria Gonzalez
I'm a passionate video game programmer specializing in object-oriented programming, with 3 years of experience in the industry, including the development of two commercially published games and one live game.
I worked at Melbot, where I was involved in the development of commercial games for consoles and handled their ports.
Additionally, I gained experience working for Magnetic, where I focused on mobile game development for a live game with over +500k downloads.
For both companies I have developed tools which have been used in production.
Furthermore, I took the initiative to create my own Android game and gained valuable experience through various internships. My enthusiasm for game development extends beyond work, as I've engaged in more than 15 game jams, earning honors in four of them.
I'm a proactive and sociable person, always excited to take on new challenges and experiences.
Tool for creating and editing all levels in Nick Jr.
Created with Unity UI Toolkit
I developed a tool used by designers and artists to create all 72 levels of NickJunior Party Adventure. With the tool, you can place cubes, paths, and tricks that adapt to any theme of the game and its environment.
Tool for procedural map generation with a biome system
Created with Unity UI Toolkit
It's a tool built using Unity's UI Toolkit, enabling users to craft their own custom biomes and subsequently generate maps that incorporate these unique biomes. Within these maps, users have the flexibility to adjust terrain elevations and add vegetation.