# Christian Águila > Game Director @ NULLFRAME (UE5 | C++ | UEFN | Verse) Location: Greater Tampa Bay Area, United States Profile: https://flows.cv/christianguila 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 3/4, Metahumans - Facial/Body Mocap using Rokoko - Perforce, Plastic SCM, Git - Jenkins & DevOps - EOS, Steamworks - BaaS experience (GameSparks, PlayFab) - AWS (Gamelift, EC2, Cloudwatch, Lambda, S3) - Azure (Functions, SignalR) - Socket.io, Node.js - AI Prompting - Ubuntu ## Work Experience ### Game Director @ NULLFRAME Jan 2024 – Present 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. ### Senior Software Engineer | Consultant @ AVALON Jan 2025 – Jan 2026 ● 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, ### Senior Software Engineer @ Wave Jan 2025 – Jan 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. ### Lead Game Developer @ Super Studios Inc. — We’re Hiring! Jan 2022 – Jan 2024 - 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 ### Senior Unreal Engine Developer @ Wildseed Games Jan 2022 – Jan 2022 - 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 ### Senior Unreal Engine Developer & Unreal Engine Consultant @ Pixel Canvas Jan 2020 – Jan 2022 | Remote - Designed and integrated the main backend infrastructure used in all events that leverage UE4 - Orchestrated the code architecture for the main UE4 company projects - Built an MMO infrastructure for an event that shipped to over 1000 CCU on multiple regions - Provided mentorship to junior UE4 developers - Created a build/deployment automation pipeline in Jenkins ### Senior Unreal Engine Programmer @ Redpill VR Jan 2021 – Jan 2021 - Heavily modified the Unreal Engine 4 network replay system and low-level networking to allow a dedicated server to do playback and plug that into the replication system, which allowed the network driver to send that data to all connected clients so they could view the playback as if it was real-time networked gameplay - Optimized the VR player networking locomotion, dropping the bandwidth from an average of 60kbs-80kbs to 8kbs-12kbs, drastically improving the dedicated server performance - Improved custom hardware integration such as Xsens and Magic Leap for driving character locomotion, used for the DJ's real-time avatars, and Pioneer DJ decks - Started implementing a service that allowed saving and streaming Unreal network replays, allowing DJs to record their performances and distribute them through a proprietary platform - Worked with a custom audio system that replaced Unreal's audio system and improved the integration with the Unreal client - Worked alongside the CEO and CTO to handle all Unreal client/server needs - Led and mentored a small team of Unreal programmers - Massively refactored, improved, and maintained a messy C++ codebase ### Lead Game Developer & Gameplay Programmer @ 8 Circuit Studios Jan 2017 – Jan 2020 | Remote - Designed and implemented/coded the new iteration/framework of Project Genesis, a spaceship shooter & FPS hybrid - Implemented the build automation pipeline in Jenkins - Worked on both frontend/backend portions with the BaaS ### Gameplay Programmer @ Lever Games (No More Room in Hell 2) Jan 2016 – Jan 2018 - Working with a remote team from all over the world on the upcoming sequel of No More Room in Hell 2 - Wrote a procedural objective/mission system that's highly customizable in the Unreal Engine 4 editor, it gives all the power to the designers to create different sets of objectives, which then get randomly picked during every new game session - All new code gets pushed through Review Board before accepting the commit, in this phase the programmers review the code of each other, to ensure quality & performance are met before it's added to the main branch - Working alongside the designers to see the viability of the ideas from the GDD being implemented in the game http://store.steampowered.com/app/224260/ ### Gameplay Programmer @ Define Human Studios Jan 2017 – Jan 2017 - Worked closely with the audio engineer to implement Wwise events into the game, footsteps, ADS, other sounds, etc - In charge of optimizing the networking aspects of the game to reduce the bandwidth and make the gameplay more smoother - QA testing - Implemented the beam drop system (supply drop), where a portal appears in the sky and a beam strikes the ground, then a ball containing loot slowly descends until it reaches the floor and becomes activated - Created new gameplay systems ### Lead Developer @ Trigger Hurt Jan 2017 – Jan 2017 - In charge of re-factoring and debugging the old source code - Creating new systems for the game to support it's vision - Designing slow-mo team-based shooter mechanics and balancing it out on test sessions ### AI Programmer @ Pixel Perfect Polygons Jan 2016 – Jan 2017 - Worked on the unreleased UE4 game called "Our Ghosts of War" - Developed an animal AI that was capable of doing survival behavior, it got hungry/thirsty/tired and it randomly picked a task to do related to its needs, the lower the value the higher the urgency to do the associated task - Wrote all the survival/urgency code in C++ and managed the animal's logic using UE4's Behavior Tree system - Ensured the animals had their Animation Blueprints configured correctly, did their Locomotion States/Blendspaces/Aim Offsets while making sure the values received from the base class were correct and replicated - Tested the animals under different conditions to ensure consistency - Created a predator/prey system, in which animals would behave differently, depending on what category they're in ### VR Arch Viz Developer @ Real Estate In VR Jan 2017 – Jan 2017 | Puerto Rico - Created a VR interface to use for architectural visualizations - Used the HTC Vive with Unreal Engine 4 - Adjusted the Lightmass settings to give off photorealistic results - Worked with my client back to back to ensure the quality was perfect before sending it to his clients ### Chief Technology Officer @ Teux Arts Inc Jan 2016 – Jan 2016 | San Juan, Puerto Rico - Handled the company's video game development branch - In charge of writing and maintaining the code of "Bunny Madness", while developing the other aspects of the game in Unreal Engine 4 - Ensured the Sunday meetings were productive and the team had a clear view of the goals ahead and the tasks set for the week - Prepared a multiplayer shooter (4vs4) prototype to present during the PR's 2016 Comic Con - Collected feedback from people who played the game and fixed bugs that were present during the Comic Con ### Lead Programmer/Team Lead/Producer @ Meephead LLC Jan 2015 – Jan 2016 | San Juan, Puerto Rico - Set the foundation for one of the first game development companies in Puerto Rico - Handled the company's video game development branch - Managed a team of 10 developers - Wrote the frontend code of an MMO game, while also working on connecting the backend portion to Unreal Engine 4 - Scouted for local talent and recruited them to the team - Worked with a remote team through Skype to ensure the backend was working as intended - Made heavy use of Perforce to ensure we wouldn't have any setbacks caused by bad project management on source control ### Unreal Engine 4 Virtual Reality Developer @ Atlantic University College Jan 2015 – Jan 2016 | Guaynabo, Puerto Rico - Used Unreal Engine 4 and Oculus Rift DK2 to develop VR applications which were used for university studies - Learned and applied VR good quality practices to prevent motion sickness - Ran testing sessions with different people to see how they would perceive the VR world ### Summer Camp Instructor @ Atlantic University College Jan 2015 – Jan 2015 | Guaynabo, Puerto Rico - Had a group of 30 kids from 10 to 18 years old - Every day we would teach kids how to create video games, from 2d to 3d, and programming in Unreal Engine 4 - Made a video game with the kids, while they learned how to create and import 3d meshes onto the class project - I created the video games in Unreal Engine 4 while using C++/Blueprints to program the gameplay logic ### Line Cook @ Wyndham Rio Mar Beach Resort and Spa Jan 2011 – Jan 2012 | Rio Grande, Puerto Rico - Did the prep work for the restaurant dining - Ensured good quality practices throughout my day - Ran the pantry station during dining hours, making appetizers and salads - Cleaned the kitchen after dining service - Did trips to the hotel to stock up on desserts ## Education ### Bachelor’s Degree in Video Game Programming Atlantic University Jan 2012 – Jan 2016 ### Associate’s Degree in Culinary Arts/Chef Training Universidad Del Este Jan 2010 – Jan 2012 ## Contact & Social - LinkedIn: https://linkedin.com/in/bioxide --- Source: https://flows.cv/christianguila JSON Resume: https://flows.cv/christianguila/resume.json Last updated: 2026-03-22