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Noreward Games UserNU
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Noreward Games User

@norewardgamesuser

I build maintainable Unity gameplay systems and psychological horror experiences.

Spain
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What I'm looking for

I'm looking to contribute gameplay systems architecture, AI using FSM and NavMesh, and a quality-focused perspective shaped by cross-platform QA experience.

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

IN
Current

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.

JA

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.

GT

Gameplay Programmer

Gas Station Trip

Built solo a horror mechanics prototype with object interaction and lighting systems, published on itch.io.

GC

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.

CS

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

CB

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).

IF

ILERNA FP

Technician, Microcomputer Systems and Networks

2020 - 2022

Technician in Microcomputer Systems and Networks.

Tech stack

Software and tools used professionally

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