Team Lead - Inovace (Jan 2021 - Present)
At Inovace we make multiplayer LBE VR games for arcade rooms. "We're releasing Thor: Operation Frostbite" for Marvel Mission on February 2022, and we're currently working on "Star Trek: VR Terran Assault" and "Dr Strange and the Demons from the Dark Dimension".
We're a small team so I'm used to wear a lot of different hats. My duties are to plan the development, see it goes according to plan and budget and mentor the new nembers of the team. In the development side, I work on game design and lead the programmers, designing the game's architecture and developing core systems.
The company makes software for warehouse logistics. I'm working in the tools team with the warehouse designer tool and scada simulations, rendered in 3D using DirectX and MonoGame. I also contribute to the web engine that hosts all the applications, developed in C# and Angular
Unity VR Developer - PSIOUS (May 2019 - Feb 2020)
Working on new version of the PSIOUS therapy suite, developing VR scenes using Unity to be used by psychologists as part of therapy, and contributing to the development of their internal tools.
Game Designer - Nuberu Games (Feb 2015 - Jan 2018)
As the only game designer in the team, I was in charge of designing and prototyping new games, working with the rest of the team to ensure all work was aligned with the game's vision and designing all levels.
Project Manager, Software Engineer - Pixels-Hub (Sept 2013 - Feb 2015)
The company worked mainly in B2B VR and Serious Games, mainly focused on safety, machine maintenance and medical therapy.
The job involved meeting with the clients to extract functional requirements, design the software and ship it.
Software Engineer - Vortica (Mar 2013 - Sept 2013)
Vortica is an engineering company. My job there was to provide tools for the systems they used (mainly Rhinoceros with Grasshopper) and to take their Grasshopper prototypes and rebuild them into windows applications using OpenGL with .net
Research intern - ideasCAD (Jul 2012 - Feb 2013)
My main job at ideasCAD was to port their stereoscopic render engine, GLSVe, from openGL fixed pipeline to Shaders to allow stereoscopic post processing in vr environments.