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Alejandro C.
Game Engineer
Alejandro is a Game Engineer with eight years of experience, specializing in gameplay systems, networking, and tooling within Unreal Engine.
He combines deep technical expertise with a strong focus on team dynamics, empowering colleagues through practical, human-centered strategies to maintain productivity and collaboration throughout the development process.
Alejandro has contributed to high-profile projects such as Ghostrunner 2, recognized as one of the best action games of 2025 with a 9/10 IGN score, and Valor Mortis, one of the most anticipated games of 2026. In these projects, he delivered technical solutions and guidance, ensuring smooth development and high-quality gameplay experiences.
Main expertise
- Unreal Engine 7 years
- C++ 7 years

- Blueprint 7 years

Other skills
- BMC Helix ITSM 4 years

- C# 3 years
- Unity 2 years
Selected experience
Employment
Game Engineer
One More Level - 4 years 1 month
One More Level is a Polish AA game studio known for Ghostrunner and Ghostrunner 2, developing fast-paced action titles in Unreal Engine.
- Contributed to the full development cycle of Ghostrunner 2, implementing gameplay systems, UI features, and AI behaviors in Unreal Engine.
- Developed ultimate character abilities, upgrades, and achievement systems, enhancing player progression and game balance.
- Integrated FMOD audio systems, maintained the audio subsystem, and optimized performance across multiple levels.
- Implemented AI and agent behaviors, ensuring responsive and challenging gameplay mechanics.
- Created custom tooling systems, including an in-house dialogue and quest system using Unreal Engine’s Slate framework.
- Designed graph node generation workflows to streamline collaboration between designers and writers.
- Worked with the Gameplay Ability System (G.A.S.) for ability management, replication, and combat mechanics.
- Collaborated with multidisciplinary teams—including design, art, and QA—to ensure polished and cohesive feature delivery.
Technologies:
- Technologies:
- UI
C++
Jira
Unreal Engine
Blueprint
Gameplay Ability System
Game Engineer
Gamecan - 10 months
Gamecan is a European studio specializing in Unreal Engine multiplayer games and development support for publishers and IP holders.
- Contributed to Contenders Arena, a PvP online multiplayer shooter featuring parkour-based gameplay.
- Implemented core gameplay features using Unreal Engine’s network framework and G.A.S., ensuring robust replication and synchronization.
- Developed tooling systems for level designers to manipulate rail splines, improving iteration speed and precision in level creation.
- Integrated sound and visual effects (SFX/VFX) pipelines, collaborating closely with artists to provide seamless gameplay feedback.
- Optimized multiplayer performance and assisted in QA, debugging networked gameplay systems.
Technologies:
- Technologies:
C++
Unreal Engine
Blueprint
BMC Helix ITSM
Gameplay Ability System
Software Engineer
Gudnus - 1 year 5 months
Gudnus is an engineering firm providing data and software solutions for large-scale energy projects and photovoltaic plant operations.
- Developed data management and automation tools in C++, handling large datasets of CSV and Excel files.
- Created a report generation tool for government reporting on photovoltaic plant performance and compliance.
- Designed an AI prototype that detected issues in drone-captured thermal imagery using image processing algorithms.
- Built an AutoCAD-based tool to generate and optimize drone flight paths, improving survey efficiency and coverage.
- Delivered procedural data pipelines that streamlined energy report generation and compliance analysis.
Technologies:
- Technologies:
Python
C++
.NET
- CSV
AutoCAD
Unreal Engine
Microsoft Excel
AI
Game Engineer
Modular Souls - 9 months
Modular Souls is an independent game studio specializing in fast-paced multiplayer games built with Unreal Engine.
- Worked on Fuel Renegades, a fast-paced multiplayer racing game inspired by Wipeout, from pre-production to release.
- Implemented network replication features for multiplayer races and optimized synchronization between players.
- Integrated FMOD audio systems, SFX/VFX pipelines, and in-game feedback systems to enhance immersive gameplay.
- Contributed to game feel tuning, focusing on responsive controls and player feedback to improve the overall experience.
- Collaborated across departments, assisting designers and artists with the implementation of gameplay mechanics and effects.
Technologies:
- Technologies:
C++
Unreal Engine
Blueprint
Gameplay Ability System
Education
BSc.Videogames Programming
Teesside University · 2018 - 2019
Portfolio
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