I am a Self-Taught programmer that started programming games in it's free time, and then fell in love with the discipline. Some time later, with formal studies, i transformed it from a passion to a profession and my current job.
You can view my CV here: Adrian's CV
I'm a big believer that if the fundamentals are right, the engine is just a tool to get to an end. That's why i have experience in several industry standard engines and even engine development from the ground up with OpenGL.
As a game programmer, i'm well versed in all the most used code languages in the game development industry (either in conjuction with an engine or standalone).
Version control is one of the most important tools in a programmers toolbox. That's why i regularly use Git in both personal and professional endeavors either with a GUI or directly with GitBash.
Nowadays, almost all games require some form of connection to the web. Either as a requirement of gameplay, as a multiplayer game, or as a need of a permanent database for saving different game data. This is why i learnt and used several different common backend services for different needs.
As a person with experience working in groups of different sizes, i learnt several organization tools over the years to permit an efficient comunication between different development disciplines being ClickUp and Trello my most used.
In this projects i was responsible of creating the full game system required for the games, the integration of all the corresponding assets and the integration of all the required backend to receive analytics about each game.
In this project i was responsible of creating the input system and UI navegations of the game, the options systems and the asyncronous loading of cosmetics through the web.
Inside this project i was responsible of almost all the necesary system including basic game system, multiplayer architecture, all necessary API calls through the web and all security protocols needed in either the client or the server.
Inside this project, i was responsible of creating tools for easier integration and configuration of assets mainly in the game “Action Camera”.
In this project, i was responsible of improving the multiplayer pipeline and creating new features from scratch that required expert knowledge of multiplayer architecture. This required knowledge of a custom network engine with deterministic physics and ECS.