Software Engineer · Est. 2018

Gameplay, multiplayer &
real-time systems.

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.

YVR --:--:--
GameplayMultiplayerRustC++UnrealUnityLive Ops
GameplayMultiplayerRustC++UnrealUnityLive Ops
/ 01

About

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.

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Projects

Systems
5 Ongoing Rust · Tokio

Real-time CoT Pipeline (2024)

Systems Engineer

Cursor on Target ingestion and routing service in Rust. Fan-out to thousands of clients with sub-second latency and graceful backpressure.

Systems
4 8 Months C++ · gRPC

Live-Ops Toolchain (2023)

Backend Engineer

C++ live operations tooling — hot config, feature flags, and event pipelines that keep production services alive during peak load.

Gameplay
12 14 Months Unreal · C++

Multiplayer Combat (Unreal) (2022)

Gameplay Programmer

Networked melee combat with predicted movement, hit reconciliation and lag compensation. Owned server authority model end-to-end.

Gameplay
6 9 Months Unreal · UMG

UMG Menu Framework (2021)

UI / Gameplay

Data-driven UMG framework — theming, input routing across gamepad + KBM, and reusable widget primitives shared across two shipped titles.

Gameplay
8 11 Months Unity · C#

Unity Mobile Runner (2020)

Gameplay Programmer

Endless runner shipped on iOS + Android. Object pooling, procedural chunks, and analytics-driven difficulty tuning.

Mentoring
1:1 Ongoing Docs · Pairing

Engineer Mentoring Program (Ongoing)

Mentor / Tech Lead

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.

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Core Skills

Gameplay & UI
  • Unreal Engine / UMG
  • Unity
  • C++ gameplay systems
  • Tools & pipelines
Multiplayer
  • Networked replication
  • Client / server architecture
  • Latency & rollback
  • Session services
Systems & Services
  • Rust
  • C++ backends
  • Cursor on Target (CoT)
  • Live operations
Team
  • Mentoring new engineers
  • Code review culture
  • Cross-discipline collaboration
  • Technical writing
/ 04

Testimonials

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.
A. RiveraLead Gameplay Programmer
Independent Studio
He rebuilt our live-ops pipeline in C++ and cut deploy incidents in half. Clear code, clear docs, and calm under pressure.
M. ChenEngineering Manager
Real-time Systems Team
Great mentor. He pairs, reviews, and writes things down. Two of our juniors leveled up months faster because of him.
S. OkaforSenior Engineer
Games Platform
/ 05

FAQ

/ 01What roles are you open to?

Gameplay, engine, multiplayer, and Rust/C++ systems roles — full-time, contract, or focused consulting engagements.

/ 02Where are you based and can you relocate?

Vancouver, BC. Open to remote across North America and to relocation for the right team.

/ 03Which engines and stacks do you use most?

Unreal (C++ / UMG) and Unity (C#) for gameplay; Rust and modern C++ for real-time services and tooling.

/ 04Can you share code samples or shipped titles?

Yes — specific titles, NDAs permitting, and private repos can be shared on request. Reach out via the contact section.

/ 05How quickly do you respond?

Within one business day, usually the same day.

/ 06

Contact

Have a role, a project or a hard problem? Let's talk.

I'm currently open to gameplay, engine, multiplayer, and Rust/C++ systems roles. Response within one business day.