Professional experience

Career

I started in full-stack web engineering in 2009 and moved into games in 2013. Since then I’ve worked on independent projects, small studios, annual sports titles, and live Blizzard products.

The entries below focus on responsibilities and results I can discuss publicly. Some unreleased work is intentionally described at a high level.

Work history

Most recent first.

Independent

Independent Software Engineer

Independent games, tools, and AI product development

Designing and building games, game-development tools, and desktop and web products that organize professional knowledge and connect it to useful AI workflows.

  • Own product direction, interaction design, architecture, implementation, and deployment.
  • Develop gameplay prototypes and practical tools that improve game-development workflows.
  • Build MCP integrations and tool-connected LLM workflows with explicit user approval for meaningful actions.
  • Use the OpenAI API and Codex across product features, implementation, code review, and validation.
  • Work on structured context, search, permissions, privacy boundaries, and understandable system history.

Working with: Unity, C#, TypeScript, Next.js, Tauri, Rust, OpenAI API, Codex, MCP, PostgreSQL, desktop and web Applications

Blizzard Entertainment

Senior Software Engineer

Warcraft Rumble · Unity client

Sole Unity engineer responsible for the Warcraft Rumble live client, with ownership across gameplay, simulation, UI, performance, stability, engine upgrades, SDK integrations, client builds, and internal tooling. I also contribute gameplay systems to an unreleased Blizzard title.

  • Reduced runtime memory by approximately 600 MB, eliminating iOS Jetsam instability and improving long-session reliability.
  • Migrated startup systems to async/await, reducing client initialization time by approximately 30%.
  • Shipped Minis, Talents, Abilities, simulation mechanics, Druid of the Claw, and end-to-end delivery of Thrall.
  • Led Unity engine upgrades end to end, including migration, plugin compatibility, build pipelines, and macOS/Windows build infrastructure.
  • Delivered PC client authentication, input and cursor systems, and UI adaptations.
  • Owned the client audio systems layer for additional unreleased work.
  • Built editor tooling for seasonal events, PvP workflows, telemetry, localization, live data, builds, and RenderTexture UI.
  • Owned Battle.net authentication, guest accounts, recovery, Play Asset Delivery, Braze, push notifications, deep links, compliance, and shared MobileAuth SDK improvements.

Technology: Unity, C#, Android, iOS, PC, async systems, SDKs, build infrastructure, live operations

Electronic Arts

Software Engineer II

EA Sports NHL 20, 21, and 22

Shipped Hockey Ultimate Team and Rush systems across NHL 20, 21, and 22 on Xbox One and PlayStation 4, while supporting the move from Ignite to Frostbite.

  • Refactored more than 20 client-server RPCs and their supporting UI flows.
  • Built HUT features, frontend systems, tools, backend RPCs, and Rivals tuning and pre-game progression workflows.
  • Created the Rush tooling and core game-mode template.
  • Owned Rush Mode UI, Lua/C++ bindings, matchmaking configuration, backend RPCs, and rewards.
  • Carried product systems from Ignite on NHL 20 and 21 into Frostbite for NHL 22.

Technology: C++, Lua, Frostbite, Ignite, client-server systems, UI

Truly Social Games

Senior Software Engineer

Unity architecture and performance

Worked on core gameplay, UI, performance, and content delivery for a location-based Unity title.

  • Reengineered OpenStreetMap tile loading with object pooling, eliminating memory leaks and unbounded object creation.
  • Removed garbage-collection spikes that affected stability and playability.
  • Designed a scalable game-mode architecture and a robust AssetBundle loading framework.

Technology: Unity, C#, OpenStreetMap, AssetBundles, profiling, object pooling

Capcom Game Studio Vancouver

Senior Software Engineer

Unannounced mobile puzzle title

Led core gameplay, UI, tooling, and backend work for an unannounced mobile puzzle title, and produced prototypes for Capcom Japan.

  • Built first-time user experience, progression, achievements, content unlocking, scoring, input, and core mechanics.
  • Designed modular screens, transitions, animations, and reusable UI systems.
  • Integrated GraphQL services with AWS Cognito and DynamoDB.
  • Developed a non-blocking matchmaking and data server with a custom async/await networking layer for client-server and server-server communication.
  • Built editor tools that gave designers safer control over game data and iteration.

Technology: Unity, C#, AWS, GraphQL, Cognito, DynamoDB, async networking, editor tools

Pocket Pinata Interactive

Senior Software Engineer

Games, live services, and broadcast technology

  • Developed gameplay, missions, progression, events, upgrades, UI flows, animation, audio, tools, and platform integrations.
  • Implemented and integrated 4K live-streaming functionality for professional broadcast tooling.
  • Learned GameMaker and shipped multi-character selection, unlocking, and prize-booth features within days.
  • Delivered tournaments, leaderboards, live data, and service integrations for iOS and Android products.

Technology: Unity, C#, GameMaker, Node.js, Docker, Kubernetes, iOS, Android

Y8 Games

Game Software Engineer

Freefall Tournament

Migrated an established multiplayer game from Unity Web Player to WebGL, moved networking from Photon to UNet, and maintained its HTTP and database communication.

Technology: Unity, C#, WebGL, UNet, Photon, web services

Independent contracts

Game Software Engineer

Freelance and Upwork

Delivered more than 30 games, prototypes, and interactive applications, often owning estimates, architecture, implementation, integrations, and client communication from start to finish.

  • Built a custom UI framework for Unity 3.5 before Unity's native UGUI system existed.
  • Delivered projects in Unity and C#, with additional work in Java using LibGDX and Lua using Corona SDK.

Technology: Unity, C#, Java, LibGDX, Lua, Corona SDK, mobile and web

Earlier web engineering

Five roles that built the systems foundation behind my later game work.

M4U
Apr 2015-Apr 2016

Telecommunications and financial systems covering telephony, USSD, payments, and transaction-heavy web services.

B2W Digital
Mar 2014-Apr 2015

Large-scale retail systems serving both consumer commerce and supplier-chain workflows.

TO Brasil
Sep 2013-Mar 2014

Petrobras ship tracking and operational reporting, including PDF and Excel generation.

Ability Tecnologia
Aug 2011-Sep 2013

Wealth-management, banking, and investment software.

IFluxo
Jan 2009-Aug 2011

GPS analysis, simulations, desktop tools, SMS integrations, and database-driven operational workflows.

Technical strengths

A concise view rather than an exhaustive keyword list.

Languages

C#, C++, JavaScript, Lua, Java, SQL

Game and client technology

Unity, Frostbite, gameplay, simulation, UI systems, multiplayer, mobile and cross-platform delivery

Systems work

Architecture, profiling, memory, async flows, platform integrations, authentication, live operations, debugging

Tools and delivery

Editor tooling, automation, content workflows, CI/CD, AWS, build pipelines, technical documentation

Applied AI

LLM workflows, context design, tool connections, structured knowledge, human-in-the-loop actions

Background

Formal study, languages, and the creative work that came before software.

Education

BSc in Computer Science, Universidade Veiga de Almeida, 2007-2011.

Languages

Portuguese, native or bilingual proficiency. English, full professional proficiency.

Music

Musician and composer from 2000 to 2010, working in live performance, composition, arrangement, equipment troubleshooting, and studio projects.

Interested in working together?

I’m open to conversations about senior engineering roles and technically demanding product work.

Contact me