Software Engineer

Programming Skills



Microsoft Visual C++ Compiler, GCC, Clang, CodeWarrior (Nintendo Wii)


Microsoft Visual Studio


Windows Minidumps, Visual Studio Debugger

Source Control:

Mercurial, Git, Perforce, SVN

Modeling Suites:

Autodesk 3D Studio Max, Blender


SIMD/Intrinsics, VirtualBox, Cygwin, Doxygen, GIMP


C++, C, GLSL, HLSL, C#


Graphics APIs:

OpenGL 3.3 and up

Graphics Techniques:

Deferred Rendering, Forward Rendering, Exponential Shadow Mapping,
Physically Based BRDF, Image Based Lighting

Graphics Tools:

RenderDoc, CodeXL, Razor GPU, PIX for Xbox One


Windows x86, Windows x64, Xbox One, PS4, Nintendo Wii


A* Pathfinding, Finite State Machines, Terrain Analysis


Role: Junior Engine Programmer
Assassin’s Creed
3: Remastered
Dates: August 2017 - Ongoing
Platforms: Xbox One, PlayStation 4, PC
AnvilNext Engine

  • Incorporated and maintained crash report and analysis technology

  • Authored tools used by the art department to prioritize work

  • Educated team on the correct engine workflows and use of the crash report tools

Role: General Programmer  
3D Space Shooter

Dates: January 2016 - April 2016
Platform: Nintendo Wii
Custom Engine

  • Developed console game from SDK documentation and demos

  • Confronted the limitations of motion based controls

  • Adapted to a development environment that uses C99 rather than C++

Role: General Programmer  
Sabotage: Give Me My Pet Back! | 2D Metroidvania
Dates: January 2016 - April 2016
Platform: Win32
Custom Engine

  • Responsible for the development of a flexible cutscene system to add story and objective exposition to player experience

  • Improved gameplay balance by remaking older systems

  • Implemented new code an expanded original codebase in an unfamiliar engine

  • Leveraged extensive graphics experience to help debug graphics issues and add new features

Role: Graphics Programmer                                            
C054 N05TR4 | 3D Top Down Squad Tactics Game                  
Dates: September 2014 – April 2015
Platform: Win32
Custom Engine

  • Maximized engine flexibility and performance by writing a deferred renderer from scratch.

  • Coordinated art team and programming team communication so that each team had a clear understanding of the game design, engine features and artistic requirements of the project

  • Facilitated importing assets and reduced time spent on content integration by automating 3D asset pipeline

  • Utilized OpenGEX as 3D asset data format to reduce time spent learning a less documented format

Role: Technical Director, Graphics Programmer
Dandelion | 2D Platforming and Puzzle Game      
Dates: September 2013 – April 2014
Platform: Win32
Custom Engine

  • Researched programmable pipeline graphics APIs independently and by consulting a peer

  • Built interpolation and particle system engines to create dynamic and interesting visuals

  • Reduced time spent merging and consolidating versions by adopting Mercurial as version control

  • Successfully managed art team communication by maintaining awareness of technical limitations and requirements


Junior Gameplay Programmer
Ubisoft Barcelona

  • Developed a game mode prototype within a large existing AAA codebase

Junior Engine Programmer
Ubisoft Barcelona

  • Assassin’s Creed 3 Remastered

Workshop Instructor
DigiPen Institute of Technology Europe-Bilbao

  • Guided students through developing a game using DigiPen's Zero Engine


Bachelor of Science in Computer Science                         
DigiPen Institute of Technology Europe-Bilbao

June 2016

  • Focus: Real time interactive simulations

  • Minor: Mathematics

Language Skills

  • Native Spanish speaker

  • Fully bilingual English speaker