Marina Chavarria Gonzalez

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.

C# - Unity - C++

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Wave Divider

WORK EXPERIENCE

Click on the images for more info

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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

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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

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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

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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

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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.

COMPETENCES

Languages

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C#

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C++

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Lua

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Python

Engines

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Unity

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Unreal

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Defold

Version Control software

Sourcetree

Tortoise git

GitHub

Software

Raider

Visual Studios

FMOD studios

Games published

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.

Tasks

  • Implement key gameplay systems.
  • Re-develop a new UI system with DoTween, for improved performance.
  • Develop and led the PlayStation 5 port and supported the PlayStation 4 port.
  • Optimizing the game for Switch due to its limitations.
  • Develop the marketing build (shortcuts, cheats, special cameras...)
  • Developed a tool for creating levels that was highly flexible, allowing designers and artists to seamlessly incorporate their artwork into the tool, with the map adapting to the art. Tool video

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.

Tasks

  • Developed significant features for a live game.
  • Implementation of code for the client-server communication.
  • Actively applied dependency injection in the codebase.
  • Integrated third-party libraries into existing projects to extend functionality.
  • Debugged complex problems in existing code base.
  • Develop the first in-game purchase system for the game, from the client side.
  • Participated in design meetings with other team members to discuss ideas for future content.

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.

Tasks

  • Responsible for the port Play Station 5 port.
  • Debugging the game to enhance its performance and resolve existing bugs.
  • Working with the Nintendo SDK and Xbox to assist in the development.

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.

Tasks

  • Create all the systems from scratch.
  • Player movement.
  • Local save system
  • Procedural level creation

About me

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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.

AWARDS

Tools

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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.

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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.

You can find the rest of my games on Itch.io