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Alvaro MartinAM
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Alvaro Martin

@alvaromartin2

I build scalable game, AI, and platform technologies from prototype to global live operations.

Singapore
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What I'm looking for

I'm looking to build and scale AI-native products and high-performance platforms, bridging business strategy with hands-on technical execution, strong engineering culture, and teams empowered to ship.

I've built scalable technologies across games, AI, and live platforms for more than two decades. Most recently, as CTO at La Royale Investments, I'm building the technology function for Vibrez Universe, an AI-native social platform spanning livestreaming, community, local AI, games, personalization, analytics, and payments.

Previously, I co-founded Pulsar Games, raised $2.5M, generated $5M in revenue, and delivered an Unreal Engine MMO RTS designed for 200k+ concurrent users. I've also led technical strategy for Wildlife Studios' 267M-player portfolio and owned game engine and tools strategy across King's 18-game portfolio, supporting 2,000+ developers.

Experience

Work history, roles, and key accomplishments

LI

Chief Technology Officer (CTO)

La Royale Investments

Mar 2026 - Sep 2026 (6 months)

Engaged as CTO to build the technology function for an AI-native social platform combining livestreaming, social/community, local AI on server and client, and AI-produced games curated by human teams from pre-launch stage. Own the end-to-end technology architecture and roadmap across infrastructure, data, security, content, social APIs, AI personalization, analytics, and payments.

PG

CTO & Co-Founder

Pulsar Games

Aug 2022 - Mar 2026 (3 years 7 months)

Built Pulsar Games from 0 to 1, taking the startup from inception through fundraising, product development, and live operations; raised $2.5M and generated $5M in revenue across the years the business was live. Orchestrated technical strategy to align with investor expectations and user demands, securing confidence for future growth.

WS

Studio Technical Director

Wildlife Studios

Aug 2021 - Jul 2022 (11 months)

Led technical strategy for the major LATAM video game company, managing 40 technical directors directly. Spearheaded technical quality initiatives across 30 development departments, driving AAA productivity and risk mitigation for a portfolio with 267M players.

KI

Technical Director - Game Engine

King

Jul 2018 - Jul 2021 (3 years)

Owned the internal game engine and tools strategy across King's complete 18-game portfolio, supporting 2,000+ game developers across Barcelona, Berlin, London, Malmo, and Stockholm. Led the experimentation enablement effort, porting experiments into live games and helping ship improvements that reached tens of millions of players.

HO

HotReload early stages video tutorials

HotReload

Jan 2016 - Jul 2021 (5 years 6 months)

Produced and demonstrated C++ Hot Reload technology for AAA game engines, reducing iteration times by over 90% for developers. Created technical video tutorials viewed by thousands of engineers, showcasing rapid iteration in Unreal Engine, Lumberyard and Bespoke engines.

HO

C++ Hot Reload technology for PC/Mac and iOS

HotReload

Jan 2016 - Jul 2021 (5 years 6 months)

Created a C++ Hot Reloading mechanism acting as a high-performance scripting. Achieved 90% faster iteration speeds for Unity3D developers. Built the raw speed of C++ with the iteration flexibility of interpreted languages like Lua.

HO

Pick Technology Video

HotReload

Mar 2017 - Jun 2021 (4 years 3 months)

Created a C++ Hot Reloading mechanism acting as a high-performance scripting. Achieved 90% faster iteration speeds for Unity3D developers. Built the raw speed of C++ with the iteration flexibility of interpreted languages like Lua.

AM

Head of Development

Amo2

Feb 2018 - Jun 2018 (4 months)

Worked as Head of Development on Talking Tom Camp, a base-building strategy game released by Outfit7 in 2018 within the global Talking Tom & Friends franchise. Led the software development lifecycle for 2 major projects, overseeing technical architecture and team management.

SG

Lead Programmer

Sproing Interactive Media GmbH

Jul 2013 - Dec 2017 (4 years 5 months)

Guided a team of 20+ engineers in the development of cross-platform titles like 'Angry Birds Holiday'. Architected scalable game systems serving millions of players. Optimized rendering pipelines, increasing frame rates by 70% on lower-end mobile devices and improved SCRUM teams productivity by 300%.

NS

Technical Director

No Siesta Studios

Sep 2008 - Dec 2017 (9 years 3 months)

Managed technical vision and engineering operations for 10+ mobile titles. Defined technology stacks and managed resource allocation for a team of 15 developers. Oversaw the implementation of bespoke engine solutions, reducing development cycles by 500%.

HE

Technology Research

HTML5 as Ui engine

Mar 2016 - Mar 2016 (0 months)

Implemented WebKit2 for HTML5-based UI rendering within custom C++ game engines. Streamlined UI development by enabling standard web technologies (HTML/CSS/JS) for complex in-game interfaces on Windows and macOS. Reduced UI iteration time by 50%.

EM

Lead Software Engineering

eMaCMAS

Feb 2011 - Oct 2012 (1 year 8 months)

Engineered 3D software solutions and managed development sprints using Jira and KPI tracking. Developed core gameplay systems and optimized application performance. Increased app performance by 50%.

GI

Software 3D Engineering

Genera Interactive

Feb 2010 - Feb 2011 (1 year)

Engineered 3D software and rendering for 5+ mobile titles within a 200+ app studio portfolio. Contributed to cross-platform products and branded work spanning F1 Racing Live24, Disney digital experiences, WWE Superstar Slingshot, and sports properties. Optimized rendering performance by 30% and helped ship products across iPhone and Android.

VG

Lead Programmer

VSports Games

Oct 2009 - Feb 2010 (4 months)

Led the design and development of a virtual fixed odds football platform for 5+ top betting operators like Ladbrokes and Novomatic. Collaborated with department resources to ensure product quality and integrated with external partners. Refactored legacy code, improving system stability by 40% and ensuring future scalability for high-frequency transaction volumes.

VG

Senior Programmer

VSports Games

Jun 2005 - Oct 2009 (4 years 4 months)

Designed, planned, and constructed multiple software development projects, ensuring seamless integration with clients. Built high-performance graphics engines with real-time rendering, HDR, and hardware skinning. Engineered a robust network library with process balancing and monitoring support for MMO environments.

AI

Senior Programmer

AP Informatics

Jan 2004 - Jun 2005 (1 year 5 months)

Programmed products related to network security and business administration tools using .Net technology and C/C++. Provided consulting and technology outsourcing services. Achieved 100% client satisfaction.

DS

Junior Programmer

Draksson Services

Mar 2004 - May 2004 (2 months)

Programmed technical tools for 20+ client hardware and software stations. Assisted in reducing ticket backlog by 20%.

DS

Internship Programmer

Draksson Services

Jan 2004 - Feb 2004 (1 month)

Programmed technical tools for 20+ client hardware and software stations. Assisted in reducing ticket backlog by 20%.

PG

Procedural Map Generation

Pulsar Games

Architected a procedural dungeon generation system in UE5 using a tile-based 'LEGO' architecture. Automated level design workflows. Reduced map creation time by 99% while maintaining artistic control.

NS

JavaScript & HTML app on iPod Touch

No Siesta Studios

Created hybrid mobile applications integrating HTML5 and native code for early iOS devices. Developed a parser for the F1 official website to regenerate a completely personalized UI. Achieved 100% native feel.

PG

GenAI: From Concept to 3D assets

Pulsar Games

Leveraged GenAI to create a creation pipeline from a prompt to generate a concept, multiple poses and camera angles, generated high poly 3D assets, texturing, rigging and animation. The speed improvement is astonishing to say the least.

PG

Massive Instanced Skeletal Individually Animated Actors - 50k units tech

Pulsar Games

Engineered a high-performance rendering solution for 50k+ individually animated skeletal meshes in UE5. Solved complex draw call bottlenecks to allow massive unit counts with unique animations. Increased rendering capacity by 500%.

NS

HDR, Bloom & Surface Clipmaps

No Siesta Studios

Implemented advanced rendering techniques including HDR, Bloom, and Surface Clipmaps for high-fidelity visual effects. Achieved 100% visual fidelity target.

BL

Technology Research

1-bit LLM

Built and demonstrated a local, speech-driven AI assistant combining streaming Speech-to-Text, lightweight 1-bit LLM reasoning, and Text-to-Speech for fast, natural interaction without cloud inference. Self-developed improvements to embed and execute 1-bit and ternary LLMs together with STT and TTS, all with a target footprint below 2 GB of RAM for Android and iOS.

NS

Physically Based Rendering

No Siesta Studios

Architected a Physically Based Rendering (PBR) pipeline in 2017, matching the industry shift toward Disney-standard shading models for both realistic and stylized aesthetics. Developed this demo as a high-impact showcase of C++ HotReload technology between PC and iPad, utilizing a unified OpenGL engine across both platforms.

NS

Deferred Rendering / Shading

No Siesta Studios

Implemented advanced rendering techniques including Deferred Rendering, SSAO, and Edge Antialiasing before industry standard adoption. Researched and developed optimized A* pathfinding algorithms. Created hybrid mobile applications integrating HTML5 and native code for early iOS devices. Achieved 100% feature parity with standard pipelines.

NS

GUI & StyleSheet embedding Qt with OpenGL

No Siesta Studios

Implemented isolated rendering on a 3D layer and OpenGL to manage GUI and StyleSheet embedding. Reduced rendering overhead by 20%.

NS

RAD Tool for level editing

No Siesta Studios

Developed a Rapid Application Development (RAD) tool for level editing, streamlining the content creation pipeline. Reduced level design time by 50%.

Education

Degrees, certifications, and relevant coursework

Universidad Nacional de Educación a Distancia logoUD

Universidad Nacional de Educación a Distancia

Bachelor of Science, Computer Science

2000 - 2004

Bachelor of Science in Computer Science from UNED, completed from 2000 to 2004.

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