{{ years }} years building gameplay and systems that outlive their first project.
C++ and Unreal Engine 4/5, shipped on PC and consoles: from player-facing gameplay to the modular, data-driven systems and editor tooling underneath, built to be reused on the next production. Currently building Tuned In with Vercors Games.
- Base
- Valencia, ES
- Remote
- Europe-wide
- Open to
- Contract · Freelance
- Now
- Tuned In · Vercors Games
- Stack
- C++ · UE4/UE5
Architecture and tools before patches.
- · build for the next team
- · data over duplicated logic
- · tools multiply team output
- · document, or it can't be shared
I'm a senior game programmer with {{ years }} years across titles shipped on PC, PlayStation, Xbox and Switch, most of it in C++ and Unreal Engine. The work runs the whole range: player-facing gameplay, feel and AI on one side; the systems, tools and architecture underneath on the other. I've shipped both as the only programmer in the room and as part of a team of programmers building on shared architecture — sometimes designing that architecture, sometimes mentoring the juniors extending it.
Both seats teach the same lesson — every system you build will eventually be maintained, extended or replaced by someone who isn't you — so I optimize for that. Clean separation between data, execution engine and presentation. Data-driven systems so logic is written once instead of duplicated per feature. Editor tooling that unblocks designers and other programmers. Version control treated as engineering, Perforce and Git, real branching and merge strategy in production. Documentation and READMEs as deliverables, not afterthoughts. The test is simple: can another team pick this up in two years and build on it without me?
Before games I studied physics, and it still shapes the work: model the problem from first principles, get the math right, then simulate. It's the through-line from the Verlet rope physics shipped in After Us, to the gravity-rotation mechanics of Naught, to Axon Physics, the simulation framework I'm building now.
Shipped titles
PC and console productions, and the systems inside them.
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Shared technology
Maintained, constantly evolving Unreal Engine plugins, most of them public. The same architecture I bring to production work, packaged so any team on any project can reuse it.
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Spec sheet
Let's build something that ships and holds up long after.
Open to contract and freelance work with studios: remote, Europe-wide. Based in Valencia, Spain.
ruben.pineda.dev@gmail.com