Links: https://linktr.ee/bioxide Relevant Technical Skills: - Unreal Engine 4/5 (Experienced with most UE4/5 features) - UEFN & Verse - C++, C#, Javascript, Java, PHP, MySQL, Python, HTML, CSS, Qwik, Typescript - 3ds Max (Modeling, Texturing, Rigging, Skinning, Animating) - Adobe Photoshop, Figma - Character Creator...
2024 — Now
Building an AI-powered remote hybrid UE5/UEFN studio, currently focused on a UE5 co-op cyberpunk survival horror and UEFN experiences.
● Oversee all aspects of the studio’s projects, serving as the primary developer and game director. Define the technical and creative vision, ensuring the successful execution of gameplay mechanics, systems, and overall design while maintaining high production standards.
● Architect and implement core gameplay systems using Unreal Engine 5/C++ and UEFN/Verse, ensuring smooth, engaging player experiences. Develop tools, mechanics, and UI systems to support game features and streamline development.
● Continuously improve the development pipeline by implementing best practices and leveraging new technologies.
● Led development of the full character creator pipeline, using the new Unreal Engine 5 Metahuman Creator, including C++ integration, asset loading/management, and engine-level systems, ensuring scalability and extensibility for future customization features.
● Designed and implemented a triangular slider system using barycentric coordinates, enabling users to smoothly blend between three distinct body morph targets for intuitive and precise customization.
● Built a multi-slider system for appearance customization, where linked sliders dynamically distribute percentage values across multiple parameters. Delivered flexible blending logic that drives arbitrary character appearance operations (e.g., body shape, facial features, material adjustments).
● Refactored and optimized legacy character customization systems, fixing critical stability issues and improving runtime performance, resulting in smoother editor workflows and faster character load times.
● Consulted the team on Unreal Engine 5 best practices across performance optimization, asset management, networking, and architecture,
2025 — 2025
● Refactored C++ legacy systems to modern Unreal Engine 5 standards, improving maintainability, performance, and compatibility with UE5’s latest features.
● Integrated gameplay analytics events across multiple systems scattered around different plugins and project modules, tying player interactions and session flow to backend tracking for telemetry, QA validation, and live-ops insights.
● Implemented VR tutorial sequences, including interactive onboarding flows, contextual instructions, and progression tracking to improve new-player retention and reduce onboarding friction.
● Diagnosed and resolved critical bugs in attendee systems during tight deadlines.
● Developed a networked VR sprint movement feature, leveraging client-side prediction and server reconciliation to deliver smooth locomotion while maintaining fairness and consistency across multiplayer sessions.
● Owned development of the progression system, which included experience, levels, premium currency, and achievements, architecting around a plugin with separate client/server modules and full backend integration, then provided a server authoritative API for developers to easily hook up other parts of the project to progression.
Implemented AWS Gamelift and moved away from Vult-r as the primary server orchestration service,
integrated a server browser in the UE4 project that communicates with Gamelift, added automation
scripts on Jenkins to ensure the fleet/alias process is completely automated, the system was battle-tested in a live environment with over 800 CCU
Completely overhauled the Jenkins Groovy script build, removed redundant portions of the build script, and integrated additional deployment platforms
Providing consulting on best Unreal Engine practices and some of the project’s high-level decisions
Integrated Epic Online Services
Integrated Vivox Voice Chat
Contributed to numerous new gameplay features using various Unreal Engine tools
Assisted in fostering the growth and adaptability of a new team, integrating over 12+ people with diverse skill sets
Led a comprehensive project-wide refactor, which included a complete rewrite of the core C++ systems, this formed the foundation for the new iteration of the project, aiming to eliminate as many creative and technical obstacles as possible
Spearheaded the development of a UGC platform “Creative” mode, similar to Fortnite’s UGC. Built using the Game Features plugin from UE5
Established the base framework and infrastructure in Unreal Engine 4/5
Integrated proper source control using perforce and Unreal Game Sync
Integrated an automated build and deployment pipeline with Jenkins
Mentored junior developers on Unreal Engine’s best practices and methodologies
Converted the project to Unreal Engine 5 and integrated/merged Lyra as an additional game module
Education
2012 — 2016
Atlantic University
Bachelor’s Degree
2012 — 2016
2010 — 2012
Universidad Del Este
Associate’s Degree
2010 — 2012