Personal details

Bruno R. - Remote game developer

Bruno R.

Based in: 🇧🇷 Brazil
Timezone: Brasilia (UTC-3)

Summary

I have 8 years of experience developing dozens of games from start to finish using Unreal Engine (C++ and Blueprints) and Unity (C#). Known for being able to handle any task, for always delivering excellent code quality, and for being a great mentor for other developers with any expertise level. Proven experience with leadership and technical management, being capable of mapping dependencies between different areas of the project, guiding the team during the development, and supporting producers and clients with technical documentation for the projects.

Work Experience

Unreal Technical Lead
xSPECTAR | Feb 2023 - Present
C++
Jira
Confluence
Unreal Engine
  • Architecting and developing core systems and new features with Unreal Engine, which are still under NDA.
  • Defining the development workflows and technologies to be used in the project.
  • Leading the team since pre-production, which includes coordinating work between engineers and designers, defining workflows for the team, giving peer support, and doing code reviews.
  • Mentoring the designers to use Blueprints for high-level gameplay logic and enabling them to prototype faster.
  • Supporting the team with technical documentation and helping to shape the product roadmap.
Unreal Technical Lead
Isoforce Games | Aug 2022 - Mar 2023
C++
Unreal Engine
  • Designed the new Dodgeball game mode to support both dedicated servers running on Linux and listen servers running in either Windows or Mac.
  • Led the team from prototype phase to early access, which included coordinating work between engineers and designers, defining workflows for the team, giving peer support, and doing code reviews.
  • Implemented most gameplay mechanics, having only mobile controls, most UI, and some visual feedbacks begin implemented by other freelance engineers, but still under my supervision.
  • Optimized for a smooth cross-platform experience (Windows, Mac, Android, and iOS) and bandwidth usage.
  • Integrated the Epic Online Service to make use of its matchmaking functionalities.
  • Mentored the designers to use Blueprints to give them more control on visual feedbacks and high-level gameplay logic.
  • Worked in Lock ’n Load game mode doing general bug fixes and giving peer support to other developers

Education

UniRitter
Associate of Technology (incomplete)・Game Development
Mar 2014 - Jun 2018

Personal Projects

Coimbra FrameworkIconOpenNewWindows
2017
C#
Unity
A framework for Unity development. I’ve started it as a hobby in 2017 but soon it became the core of the Unity projects at Painful Smile and Main Leaf. It is being used by all new projects at Main Leaf.