Rod Abreu

Senior Software Engineer ·
Game Technology & Applied AI

Building reliable gameplay systems, developer tools, and AI-assisted products. Over 17 years in software engineering across Blizzard, EA, Capcom, and independent products.

Rod Abreu

Current project

Independent product work in active development.

Independent · 2026-Present

Verxyon

A work-memory system that helps professionals preserve the context, decisions, evidence, and impact behind their work. I own the product direction, interaction design, architecture, implementation, privacy model, and launch infrastructure.

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Selected work

Two recent examples where my responsibilities extended well beyond a single feature.

All projects
Warcraft Rumble artwork

Blizzard Entertainment · 2021-Present

Warcraft Rumble

Primary Unity client engineering across gameplay, simulation, UI, live operations, platform integrations, engine upgrades, internal tools, and production support. Performance work reduced runtime memory by approximately 600 MB and improved initialization by approximately 30%.

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EA Sports NHL 22 artwork

Electronic Arts · 2019-2021

EA Sports NHL 20, 21, and 22

Client-server features, UI and presentation systems, Lua/C++ bindings, internal tooling, and support for the transition from Ignite to Frostbite. Shipped more than 20 client-server RPCs across three annual releases.

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Recent experience

A compact view of the last part of a career that began in full-stack web engineering in 2009.

Full history

Independent product development

Independent Software Engineer

Building games, game-development tools, and desktop and web products with the OpenAI API, Codex, MCP integrations, structured context, and explicit user approval.

Blizzard Entertainment

Senior Software Engineer

Unity client systems, gameplay, performance, platforms, tooling, and live production for Warcraft Rumble.

Electronic Arts

Software Engineer II

C++, Lua, online features, UI systems, and engine migration work across EA Sports NHL 20, 21, and 22.

Truly Social Games

Senior Software Engineer

Unity architecture, OpenStreetMap tiling, memory and GC optimization, and AssetBundle infrastructure.

Capcom Game Studio Vancouver

Senior Software Engineer

Unity gameplay, UI, editor tooling, AWS-backed services, prototyping, and performance for an unannounced title.

Areas of work

The parts of software engineering where my experience is deepest and most useful.

Game client systems

Gameplay, simulation, UI architecture, live features, online services, and cross-platform delivery.

Performance and reliability

Profiling, memory, startup time, production crashes, safe refactors, and long-session stability.

Developer tools and platforms

Editor extensions, content workflows, authentication, SDKs, builds, automation, and developer experience.

Applied AI products

Context design, structured knowledge, tool-connected workflows, and human approval around meaningful actions.

Get in touch

For senior engineering opportunities, technical collaboration, or a conversation about the work.

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