Game engine and systems programmer. I work at the layer where gameplay meets the engine: architecture, performance, and the tools other developers build on top of.
Currently Lead Programmer at Applebomb Games, leading a team of five engineers on Mark The Headless Chicken (Unreal Engine 5).
Previously at Globant, where I redesigned the UI architecture for two core features in Fortnite in collaboration with Epic Games, and modified Unreal Engine 5 source code to optimize networking, rendering, and UI subsystems under real-time performance constraints. Before that at Bamtang Games, building kart physics and multiplayer replication for DreamWorks All-Star Kart Racing, Nickelodeon Kart Racers 3: Slime Speedway, and Looney Tunes Wacky World of Sports.
I have been writing C++ since 2014, starting in competitive programming contests. Everything below grew out of that.
| Project | What it is |
|---|---|
| HSGIL | Cross-platform C++ graphics library. Independent Win32 and Linux backends for windowing, input, and high-resolution timing; WGL/GLX context creation and OpenGL extension loading. |
| Curly-Engine | 3D game engine in C++ built on HSGIL, designed around simple and block-customizable core dependencies. Used to ship two indie titles. |
| CurlyScript-Compiler | Compiler for CurlyScript, the engine's scripting language. |
| SPH | Smoothed Particle Hydrodynamics water simulation. |
| SOD-Viewer | Visualization tool for tuning Second Order Dynamics parameters, in Python + CustomTkinter. |
| GLOSS | Gamedev-based Learning Operating System. A low-level experiment written mostly in Assembly. |
| TheRiseOfHullstorm | The nostalgic project that HSGIL originally grew out of. |
Daily: C++ · Unreal Engine 5 · engine architecture · gameplay & AI systems · multiplayer replication · editor tooling
Also: C · Rust · C# · Python · OpenGL · Vulkan · DirectX 11/12 · GLSL
Exploring: embedded systems in C/C++/Rust, compilers and language design
Finishing a BSc in Computer Science at UNSA. Thesis: a visual scripting language informed by Rust's safety principles, aimed at encouraging good practices in game development.
Looking for C++ and Unreal Engine roles, and equally interested in real-time or performance-critical systems work more broadly. Remote worldwide. I'm in Peru (UTC-5), which overlaps fully with US business hours.




