Noreward Games User
@norewardgamesuser
I build maintainable Unity gameplay systems and psychological horror experiences.
What I'm looking for
I've built and released psychological horror and survival game projects on itch.io, using Unity and C# to create gameplay systems from concept through release.
At JanduSoft, I performed daily functional and regression testing for pre-launch builds across more than 10 PC, Nintendo Switch, Xbox, and PlayStation titles. I logged critical issues, validated fixes with developers, and re-tested gameplay flows before milestone locks.
I'm currently building Case File: NV-51 solo, designing its architecture, driving mechanics, multilingual dialogue, checkpoints, dynamic inventory, and input management. I use SOLID, Clean Architecture, and patterns such as Observer, Factory, and Singleton to keep systems maintainable.
My projects also include enemy AI with FSM and NavMesh, combat and weapon inventory systems for Ghoul Company, and stealth AI detection and dynamic lighting prototypes in Unreal Engine 5.
Experience
Work history, roles, and key accomplishments
Junior Unity Developer
Independent
Oct 2025 - Present (10 months)
Designed and built solo the full architecture of a psychological horror game, implementing driving mechanics, multilingual dialogue via ScriptableObjects linked to phase IDs, checkpoints, dynamic inventory, and input management, applying Clean Architecture and Observer-pattern communication between systems.
QA Tester
JanduSoft
May 2024 - Dec 2024 (7 months)
Detected and logged between 2 and 15 issues per shift, including critical null reference exceptions, running daily functional and regression testing on pre-launch builds across 10+ titles for PC, Nintendo Switch, Xbox, and PlayStation. Collaborated with the development team to validate fixes and re-test critical gameplay flows before each milestone lock.
Gameplay Programmer
Gas Station Trip
Built solo a horror mechanics prototype with object interaction and lighting systems, published on itch.io.
Gameplay Programmer
Get Caught
Prototyped solo a stealth system with AI detection and dynamic lighting in Unreal Engine 5, published on itch.io.
Gameplay Programmer
Ghoul Company
Programmed the enemy AI (FSM + NavMesh) and the combat/weapon inventory system for a team-built survival FPS, published on itch.io.
Gameplay Programmer
Constitution Street
Designed and programmed solo a complete narrative system with environmental puzzles and post-processing, taking the project from concept through to its release on itch.io.
Education
Degrees, certifications, and relevant coursework
CEV Barcelona
Higher Technician, 3D Animation, Games and Interactive Environments
2022 - 2024
Higher Technician in 3D Animation, Games and Interactive Environments. Final project: Ghoul Company (FPS Survival).
ILERNA FP
Technician, Microcomputer Systems and Networks
2020 - 2022
Technician in Microcomputer Systems and Networks.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Job categories
Skills
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