Years of professional game development experience


Software development professional with comprehensive background in building scalable, high-quality software applications. Known for delivering impactful projects and driving continuous improvement. Team-oriented and results-driven, with strong ability to adapt to changing requirements and priorities. Proficient in programming languages and software development methodologies.
Years of professional game development experience
SIXTH VOWEL S.A.
Sixth Vowel's Facebook
Element Space Gameplay
A few years ago, I was approached by Javier Entelman (CEO of Sixth Vowel) with a bold idea: instead of being yet another service studio for foreign companies, why not build original IPs and export them to the world? He wanted me to lead the engineering side of that vision. He was a little crazy, but so was I.
Together with the two founders, the art director, and the lead game designer, we built Sixth Vowel from scratch. Four years later, we released Element: Space — the largest game production in Argentina at the time — with a team that grew to over 60 people at peak. Along the way, we helped shape the local industry itself: the company was selected as the first government-backed Accelerator/Incubator for gaming by the Ministry of Production, and we co-founded Inca Games, the first Latin American publisher.
As Head of Engineering, my role spanned from hands-on prototyping to high-level production planning:
Impact highlights:
MOTIN GAMES
After leaving Gameloft, two colleagues and I founded Motin Games, a small independent studio focused on mobile development. We worked as a freelance team that could take on full projects for industry clients. One of our biggest clients was CMD (Compañía de Medios Digitales), a subsidiary of Argentina’s largest media group, Clarín S.A.
During this period we shipped around 15 games for the earliest versions of Android, when the platform was still brand new. It was an exciting, scrappy phase where we had to move fast, solve problems creatively, and stretch a small team’s capacity as far as it could go.
As Head of Engineering (and the only engineer) I was responsible for:
Impact highlights:
WILDLIFE STUDIOS
Wildlife Website
I joined Wildlife to be part of the newly formed Central Tech (DevTech) team, a small group of senior developers tasked with solving big-picture problems across the company’s four main titles at the time (Zooba, Tennis Clash, Sniper 3D, War Machines). I was originally brought in as a Senior Engineer by Wildlife’s Head of Engineering—who had been considering me for a studio lead position in Buenos Aires before the pandemic put those plans on hold. A year later, he personally invited me to join the DevTech initiative.
The mission of the team was clear: unify the architecture and production processes across all game teams, boost productivity for developers of every discipline, and tackle technical challenges without the pressure of live-game deadlines. My first steps were to analyze each game’s pipelines, identify bottlenecks, and build tools and workflows to make production smoother and faster.
After a few months, when my original boss left the company, I stepped up as Area Director.
In this role I:
Unfortunately, after about a year Wildlife reorganized its strategy, stopped developing new games internally, and shifted toward publishing with external studios. This meant the Central Tech team was disbanded. I was offered the opportunity to stay on in any position I wanted, but I chose to move on—since the reasons that drew me to Wildlife in the first place were no longer there.
THE SANDBOX
The Sandbox website
The Sandbox is a blockchain-powered MMO/metaverse where players can create, own, and monetize their own “Lands.” When I was brought in by the Head of Engineering, the game was three months away from its open alpha launch — and it didn’t have a single line of multiplayer code. My mission: design and deliver the online multiplayer architecture from scratch.
The challenge was big: the project had been built as a single-player game with an editor bolted on top, and the gameplay logic was completely entangled with UI/editor code. My first step was to audit the codebase and produce a refactor plan that would even make multiplayer *possible*. That plan included:
This plan worked — and we shipped the open alpha with functional multiplayer in place. But that was just phase one. Over the following year, I laid down the foundations of a robust online architecture that could support new features while scaling into the future.
As the project grew, I also stepped up into the de facto Technical Director role. The official director at the time focused more on rendering technology, so I took charge of team management and overall game planning. I led a team of six engineers, designed the development roadmaps, and coordinated cross-discipline efforts to keep multiplayer development aligned with the larger creative vision.
Impact highlights:
3DAR
3dar website
Gloomy Eyes
3DAR is an animation powerhouse known for ads, music videos, and films—but when they decided to bring the award-winning VR movie Gloomy Eyes to the Oculus Quest, they had never built a real-time application before. I was hired to lead that effort, building the team and the pipelines that would make it possible.
I assembled a small core team (one programmer, one Maya animator, and one technical animator) dedicated full-time to the project, while also directing a group of six animators who were shared with other productions. Beyond just managing the port, I also mentored the company in real-time production practices—introducing source control, QA testing, and optimized pipelines for VR development.
The challenge was massive. Gloomy Eyes was designed for PC VR, with assets crafted as if for pre-rendered animation: multi-million triangle scenes, 4K textures everywhere, and heavy reliance on dynamic lighting (up to 24 lights per scene). The Oculus Quest, by contrast, capped at 150k triangles per frame, limited memory, and officially supported no dynamic lights at all.
To make it work, I:
The result: we delivered all three chapters of Gloomy Eyes on schedule, with visual quality far beyond what was thought possible on the Quest. We even pulled off support for up to four dynamic lights, something the Oculus documentation flatly claimed was impossible. The port was recognized as one of the best-looking VR apps on the Quest—and the project went on to win awards, including Best VR Film at Sundance and SXSW, and recognition for its Quest version as one of the best-looking VR games on the platform.
Impact highlights:
ARRIVANT
Project Eluüne
Arrivant is a startup created to bring to life the beautiful world of Project Eluüne: Stargarden—an MMO centered on social play, cooperation, and community ownership through Web3 elements.
I first joined the small engineering team as a senior engineer, brought in by the head of engineering (whom I’d worked with before). I was originally a technical backbone on the gameplay and online systems side, while also stepping in to guide the team whenever he was away. Six months later, when he left the company, I stepped up as Technical Director.
In that role, I led a team of two engineers, coordinated closely with the founders, and worked side-by-side with design, art, and production to keep the vision moving forward. My mix of responsibilities looked something like this:
DRUIDS AI
Druids website
Druids AI is a startup founded by veteran game developer Jesse Helton, focused on building AI-powered tools for Unreal Engine. The flagship project is Sage, an AI assistant designed to integrate directly into Unreal’s workflow.
I was brought in as the only engineer besides Jesse himself, responsible for designing and building the backend that powers Sage. This meant not just implementing, but also researching, testing, and choosing the technologies that would shape the company’s foundation. After experimenting with multiple options, I led the decision to base the backend on n8n, which proved to be the best fit for flexibility, speed, and integration with our needs.
In this role I:
Impact highlights:
GAMELOFT
Gameloft website
Gameloft is one of the largest mobile game companies in the world, and it’s where I grew into a Senior Engineer and learned the ropes of large-scale game production. As part of the Creations Team, I worked on multiple new products in parallel, jumping into whatever project needed extra firepower. At any given time, we’d have up to four games in production, and I had to be ready to pick up features, fix critical issues, or design systems from scratch.
In this role I:
Some of the titles I contributed to include:
…and many more.
Impact highlights: