Real-time CoT Pipeline (2024)
›Cursor on Target ingestion and routing service in Rust. Fan-out to thousands of clients with sub-second latency and graceful backpressure.

Software engineer specializing in gameplay and video-game programming, with 7+ years shipping in Unity and Unreal, and 2+ years building real-time services in Rust and C++. Focused on efficient, readable code and tackling new challenges.
I build software that has to be fast, correct and shipped — whether it lives inside a game loop or behind a real-time service.
I'm a software engineer from Ecuador, based in Canada. For 5+ years I worked as a gameplay programmer, owning UI, mechanics and multiplayer features across Unreal and Unity. For the past 2+ years I've focused on Rust and C++ systems work — Cursor on Target pipelines, live-operations tooling and services that keep uptime.
I care about clarity: readable systems, tight feedback loops, and code that the next engineer — often one I'm mentoring — can extend without fear.
Cursor on Target ingestion and routing service in Rust. Fan-out to thousands of clients with sub-second latency and graceful backpressure.
C++ live operations tooling — hot config, feature flags, and event pipelines that keep production services alive during peak load.
Networked melee combat with predicted movement, hit reconciliation and lag compensation. Owned server authority model end-to-end.
Data-driven UMG framework — theming, input routing across gamepad + KBM, and reusable widget primitives shared across two shipped titles.
Endless runner shipped on iOS + Android. Object pooling, procedural chunks, and analytics-driven difficulty tuning.
Pairing, code review culture and internal docs for new gameplay engineers. Curriculum covers networking, tooling, and shipping discipline.
Titles, teams and code samples available on request — reach out via the contact section below.

Patricio is the rare engineer who ships gameplay features and owns the systems underneath them. Our multiplayer combat only felt right after he touched it.
He rebuilt our live-ops pipeline in C++ and cut deploy incidents in half. Clear code, clear docs, and calm under pressure.
Great mentor. He pairs, reviews, and writes things down. Two of our juniors leveled up months faster because of him.
Gameplay, engine, multiplayer, and Rust/C++ systems roles — full-time, contract, or focused consulting engagements.
Vancouver, BC. Open to remote across North America and to relocation for the right team.
Unreal (C++ / UMG) and Unity (C#) for gameplay; Rust and modern C++ for real-time services and tooling.
Yes — specific titles, NDAs permitting, and private repos can be shared on request. Reach out via the contact section.
Within one business day, usually the same day.
I'm currently open to gameplay, engine, multiplayer, and Rust/C++ systems roles. Response within one business day.