Experience
Main Languages/Engines
- C# & Unity: 8 years. ECS and DOTS, all graphics pipelines, editor tools, multiplayer with Photon and Unity's own tools, all build targets except console and VR, asset publishing, collaboration with Perforce, all animation systems and input systems.
- C++: 4 years. Deep understanding of best practices. Both 'C with classes' and modern C++. Experience in Unreal Engine, other proprietary frameworks, and pure C++.
- Rust: 2 years. Understanding of how Rust works and how to write idiomatic code. Experience with Bevy, Dioxus, and many important libraries.
- Unreal Engine: 2 years. Both Blueprints and C++ integration.
- Godot: 2 years. Basic experience with GDScript and the engine's features. Some experimentation with C++ and Rust bindings.
Tooling/Embedded Languages/APIs
- Lua: 2 years. Worked with it in Unity, C++ and Rust. Experience exposing engine functionality and coding gameplay in it.
- JSON: 8 years. Integrated in C++, C#, and Rust, using various libraries.
- SQL: 2 years. In Unity, C++, and Rust.
- HTTP and UDP: 2 years. In Unity and Rust.
- HTML & CSS: 4 years. In Unity and Rust.
- IMGUI (C++)/egui/Unity's IM GUI: 4 years. Familiar with immediate mode GUIs both for tooling and debugging as well as for final user interfaces.
- DirectX, OpenGL, Vulkan: 2 years. I've built renderers around these APIs in C++.
- SDL and extensions: 3 years. I've used SDL mainly for input, but also for windowing and audio.
- Qt: 3 years. I have integrated Qt with C# applications.
Organization/Source Control
- Git: 6 years. Alone and in teams. CI of testing and deployment.
- Perforce: 2 years. Experience in teams.
- HacknPlan: 2 years
- Trello: 8 years
- Notion & Obsidian: 8 years
- GTest: 2 years. Minor experience with other testing frameworks.
Asset Creation
- Blender: 8 years
- GIMP/Photoshop/Krita/Aseprite: 8 years
- Audacity: 8 years
- OBS and Wondershare Filmora: 8 years
- Maya: 3 years
- Substance Painter & Designer: 4 years (of active use, stopped using them around 4 years ago)
Essentials
- UML: 3 years. Various objects and architectures represented. Experience with tools such as draw.io.
- Google & Microsoft Office suites: >8 years
- Docker, fly.io, AWS: 2 years. Additionally, basic handling of some other common services for server hosting and deployment.

Introduction
Hi, I'm Daniel. I started making games with Unity when I was 14, and had made games with Scratch and even handmade card games before then as a kid. Over the years I have been honing my skills in game design and programming to channel my passion for game development into great games.
I specialize in Gameplay Programming, making robust systems for the most complex mechanics of modern games, such as NPC decision-making, simulated economies and histories, inventory and item systems, and generally flagship mechanics for more complex titles.
I have a deep understanding of C++ and Unity's best practices, as well as game programming patterns, and have done extensive research to learn from the ideas and mistakes of well-known developers (as well as my own mistakes).
I have worked with artists and other programmers as a united, well-oiled machine to bring projects from concept to reality. I have assumed leadership and mentorship roles in teams I have worked with, using tools such as HackNPlan, Perforce, and Git.
During the past few years, I have developed an interest in Rust, (de)serialization (e. g. with JSON) and embedded programming (e. g. with lua), so I am open to introducing those technologies to projects that could benefit from them.
I'm used to working in international and diverse environments. I was born in Spain in 2004, where I grew up. I spent 9th grade in Switzerland in an IB school and then after high school started a Bachelor's Degree in Game Development at Howest DAE in Belgium, where I made many of the projects you can see in my portfolio at the top of the page. I speak Spanish and English fluently and some French and German.
See my portfolio
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