Marc Evangelista
@marcevangelista
Senior Build Engineer specializing in scalable CI/CD and Unreal Engine build pipelines.
What I'm looking for
I am a detail-oriented Senior Build Engineer with over 10 years of professional experience optimizing and scaling CI/CD systems for game projects.
I have designed and implemented scalable Unreal BuildGraph pipelines, improved distributed build systems using Jenkins and Horde, and introduced containerization with Docker to increase build scalability and resource management.
My work routinely focuses on diagnosing and resolving build performance issues using C++ and C#, automating build scripts with Python and Bash, and establishing best practices for version control and branching strategies across teams.
I value cross-disciplinary collaboration, comprehensive documentation, and monitoring-driven reliability using tools like Prometheus, Grafana, and ELK to deliver efficient, repeatable build workflows.
Experience
Work history, roles, and key accomplishments
Senior Build Engineer
Saliense
Aug 2021 - Present (4 years 2 months)
Designed and implemented scalable Unreal BuildGraph pipelines and distributed build systems (Jenkins, Horde), improving CI/CD reliability and cross-team collaboration for large game projects.
Build Engineer
Indigo IT
Jul 2018 - Jul 2021 (3 years)
Developed and maintained complex build automation and CI/CD pipelines (Jenkins) using C++ and Python, reducing manual intervention and optimizing build times across multi-platform game projects.
Junior Build Engineer
Creative Intelligent
Jun 2015 - Jun 2018 (3 years)
Assisted in developing automated build scripts (Bash, Python) and supported Travis CI pipelines, improving deployment consistency and gaining hands-on Unreal Engine build experience.
Education
Degrees, certifications, and relevant coursework
Virginia Polytechnic Institute and State University
Bachelor of Science, Computer Sciences
2011 - 2015
Completed a Bachelor’s degree in Computer Sciences with coursework and projects focused on software engineering and game development from August 2011 to May 2015.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Job categories
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