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Luis HidalgoLH
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Luis Hidalgo

@luishidalgo

I build game systems, tools, and performant gameplay for major titles.

Spain
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I'm currently a Senior Developer at Blizzard Entertainment, after shipping and developing games including Lords of the Fallen, Candy Crush titles, Asphalt 8: Airborne, and N.O.V.A. Legacy.

At King, I built foundational Unity tools used across games, including validation systems that reported configuration errors from Unity or CI. I also built Candy Crush Cubes from its initial pitch through release, covering gameplay architecture, level editing, resource systems, and asset-import workflows.

At Gameloft and Omnidrone, I led technical architecture, procedural systems, tools, optimization, and team workflows. I improved Asphalt Overdrive's physics, memory use, and loading performance to run at 30 FPS on older devices such as the iPhone 4.

Experience

Work history, roles, and key accomplishments

Blizzard Entertainment logoBE
Current

Senior Developer

Mar 2025 - Present (1 year 6 months)

Worked as Senior Developer at Blizzard Entertainment.

HEXWORKS logoHE

Senior Developer 2

Jul 2024 - Mar 2025 (8 months)

Lords of the Fallen 2

HEXWORKS logoHE

Senior Developer

Sep 2021 - Jul 2024 (2 years 10 months)

Lords of the Fallen

King logoKI

Senior Developer

Jan 2020 - Sep 2021 (1 year 8 months)

Unity tools programmer.

Created many foundational tools used by all the Unity games at King.
Created many systems to allow game developers, designers, and artists to work faster and more efficiently.
Created tools to validate that all the game objects, assets, and systems were correctly configured, creating reports of all the errors found, with the ability to run the process from Unity or the CI.

King logoKI

Senior Developer

Feb 2019 - Jan 2020 (11 months)

Candy Crush Soda Saga.

King logoKI

Senior Developer

Mar 2017 - Feb 2019 (1 year 11 months)

Candy Crush Cubes (released in Canada and India).
I worked on all the phases of the game, from the first pitch until the day it was finally released.
I worked on:
- Creating the initial architecture of the core gameplay, creating many game modes, blockers and powerups.
- Created the level editor from scratch.
- Created all the resource manager systems (creating and placing buildings, moving them a

King logoKI

Senior Developer

Feb 2016 - Mar 2017 (1 year 1 month)

Bubble Witch Saga 2

Omnidrone logoOM

Lead Game Programmer

Sep 2015 - Feb 2016 (5 months)

I worked on two different games:
● Dwarfs & Dragons: Creating a patch to fix a number of bugs and issues reported by the players.
● Undisclosed Strategy Game: I worked on the prototype and alpha phase of the game, creating a solid code base and the base AI, Physics, Navigation and Combat systems.

Gameloft logoGA

Lead Programmer

Nov 2014 - Aug 2015 (9 months)

I was the Lead Developer of the N.O.V.A Legacy game.

Responsibilities
● Define the architecture for core technical aspects of the game.
● Prototype a procedural level generation system.
● Create a Constraint propagation system to automatically populate the levels with weapons and enemies.
● Define the workflow for the rest of the team (artists, designers and programmers).
● Maintain an up-to-date

Gameloft logoGA

Gameplay developer

Nov 2013 - Aug 2015 (1 year 9 months)

I worked on Asphalt Overdrive with the following tasks:

Responsibilities
● Define the architecture for core technical aspects of the game (procedural
creation and spawning of all the entities of the game).
● Optimization of game loading times.
● Profiling and optimization of memory.
● Profiling and optimization of the Physics engine and its use within the game.
● Profiling and optimization of the

Gameloft logoGA

Gameplay developer

May 2012 - Aug 2015 (3 years 3 months)

I worked on Asphalt 8: Airborne, with the following tasks:
- Creation of the entire traffic system in the game (traffic cars, paths, physics), as well as the needed tools to integrate it in the in-house level editor tool.
- Creation of all the crash cameras in the game as well as some of the gameplay cameras.
- Creation of various tools and exporters to help the designers create the whole career m

Sadiel logoSA

Analista / Programador

Jan 2009 - Jun 2012 (3 years 5 months)

Diseño de proyecto, planes de acción, prioridades y gestión de horas del equipo.
Desarrollo y análisis para el proyecto de telecontrol y monitorización de la red y centrales eléctricas de Endesa España y Endesa Sudamérica (Brasil, Chile y Colombia):
● Desarrollo de aplicaciones C/C++ para Windows y Unix (Aix 6.1).
● Gestión de planes de pruebas.
● Diseño técnico de aplicaciones y nuevos módulos.
T

Sadiel logoSA

Analista / Programador

Sep 2007 - Jun 2012 (4 years 9 months)

[2010 - 2011] Programador / Analista en la integración de todos los sitemas de distribucion globales de Endesa (España, Brasil, Colombia, Chile...).

[2008 - 2009] Programador / Analista en la integración de los servicios de Telecontrol de Endesa con su Centro de Monitorización y Diagnósticos.

[2007 - 2008] Programador / Analista para distintos proyectos de los sistemas de telecontrol de la red e

Education

Degrees, certifications, and relevant coursework

UM

Universidad La SalleDesarrollo de aplicaciones web (PHP y MySQL)

Just-e-Business
Programación de aplicaciones web (ASP).

UC

Universitat Politècnica de Catalunya

Master en diseño y creación de videojuegos, Videojuegos y gráficos 3D.

2011 - 2012

UL

Universitat Ramon Llull

2004 - 2007

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