Game engineer and technical designer, with a focus on exploring curiosity. Previously an award-winning educator and entrepreneur.
Gameplay engineer at Fermata Inc
Lovebird is an AI powered dating sim Premiered at SXSW 2026 in Austin, Texas. I worked on a "storybeat system" that allowed designers to direct AI NPC like a movie director; dictating direction, emotions, scene descriptions, and more through datatables.
Also work on a game demo for NetflixR&D in Unreal Engine.
Gameplay engineer & designer
2D underwater stealth game with procedural animations. Main developer and designer.
- Developed smart enemy AI that can hear, see and search for the player
- Multi-thread fish flocking system supporting 800+ agents at 60fps
- Winner of "best game" in "Principe de Los Paramos" awards in Colombia.
Gameplay Engineer
Whimsical adventure game created at USC Games
- Created a dialogue subsytem powering all npc conversations, callouts and cinematics through a datatable workflow
- Developed a ground pound mechanic for destructible objects
Director / Lead engineer & designer
A journey between a small kid and their watchful protector, inspired by works of Famito Ueda. Led design and engineer on a 17+ team at USC Games.
Gameplay designer
Co-op action-adventure game that blends music and puzzle-solving. Created and maintained multiple design docs for mechanics and systems
Gameplay designer and engineer
3D point-and-click narrative driven game about a hurt pigeon in an attic exploring family memories. Winner of Indiecade Hidden Heroes Jam 2023.
Founder / Designer / Engineer
Created www.arkde.com, an elearning platform backed by an Epic Games Mega Grant and currently teaching 1800+ Hispanic students. Directed and produced 7 online courses on gameplay programming and technical art with a team of engineers and artists from around the world, in just 12 months.
During my time at USC I challenge myself as an engineer and storyteller, learning múltiple skills.

Learned and developed graphics projects with OpenGL and C++, implementing camera, shaders and ray tracing.
Directing actors and getting body and face mocap performance with Motive on a real professional mocap stage.
Polish mocap animations on Motion Builder, export and use them on Unreal Engine metahumans for a polished final previs with Sequencer.