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Unreal Engine Full-Stack

Location:
Dallas, TX
Posted:
May 02, 2025

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Resume:

Mario Jasso

mariojasso****@Console Optimization gmail.com Senior Unreal Developer Expert in C++, Custom Engine Architecture, AI &

+1-754-***-****

Professional Summary

Experienced development, and rendering, building environments. Unreal tools memory, Engine Game low-that level power (Engine UE4/and performance multithreaded 5)high-Programmer, with performance a strong optimization, systems. with portfolio games. over Passionate a and of decade Experienced AAA cross-console of about platform engineering in clean releases Japanese game code, expertise and systems. work technical deep culture in knowledge Specialized custom mentorship, and engine remote of in C+and Agile + Professional Experience

Senior Console Engineer (Unreal Engine) Epic Games Remote July 2022 – Dec 2024

· X. · · · · · · · · · · · · · · · · · · · · · · Led Refactored Designed Architected Integrated Designed Worked Created Implemented Collaborated Built Contributed Improved Designed Developed Wrote Mentored Worked Participated Resolved Coordinated Ported Documented development tools and and robust closely cross-critical engine-and modular junior texture to new maintained custom Unreal optimized save/to in with engine visualize with multithreaded implemented functionally multi-technical CI/features with engineers crash level load and QA streaming artists CD Engine camera UE5 architecture rendering platform and pipelines optimization PC subsystems frameworks engine documentation bugs, plugins of design and Unreal build rendering systems UE5 with on scalable memory and systems tech memory code deployment teams engineers to such with reviews level titles asset and support animators for supporting with of hygiene, inventory pipelines, automated as design for usage leaks, gameplay to to memory paging for usage, Nanite and cinematic test PS4/NPC to internal internal tools patterns and debug performance and led and to GPU PS5 logic systems and systems reducing backward and implement and engine GPU architectural enabling art deploy and frame logic engine Lumen and game shader job to engine for driver-Xbox for guide management physics-and tests and frame internal stable, breakdowns, logic compatibility one-systems profiling, open-into compilation material features dynamic One/specific player-to performance-refactoring click and time custom catch optimized based world dev Series editor and testing driven and spikes and issues for tailored UI teams. performance gameplay and levels. pipelines. workflows. issues and X logic. AAA best animation extensions. efforts. platforms. builds behavior. by driven bottlenecks. across on extensibility. practices. titles for over on consoles. interactions. multithreaded console weekly. dev decision on regressions. 30%optimizations. PS5 kits. . builds. and making. Xbox tasks. Series Unreal Engine Console Engineer Activision Blizzard Remote Feb 2021 – June 2022

· · · · · · · · · · · · · · · · · · Designed Refactored Optimized Reduced Built Improved Implemented Developed Integrated Enhanced Refactored Helped Designed Worked Reduced Prototyped Partnered Conducted custom lead on draw latency robust internal multiplayer profiling with CPU-platform-tooling weekly and game GPU internal code animation robust call rendering modularized heavy memory rendering by systems reviews Blueprints-to overhead cross-pipelines optimizing engine specific logging support systems experience systems discipline budgeting, to and and systems features support SDKs through and AI with to-console knowledge-engine using network systems C+for telemetry through real-(+ reviews Sony/dynamic with including LOD migration async seamless occlusion leads certification time serialization for support Microsoft) optimization, sharing prediction/loading to tracking to better FPS, locomotion align volumetric align level tools culling, heap for sessions scalability processes and low-system transitions across for to both and tracking, rollback instance and improve multithreaded achievements, level blending replication lighting forward across engine goals texture and and engine systems and and batching, runtime with TRC/cross-and the and subsystems. and compression streaming. bottleneck modifications bandwidth. engineering terrain design logic. TCR state saves, deferred level in performance. and Unreal compliance. transitions. reuse. and vision. tessellation. streaming analysis. pipelines. strategies. networking. analytics. team. with roadmap. logic. Game Developer & AI Specialist Freelance

Remote May 2017 – Feb 2021

· · · · · · · · · · · · · · · · · · · Developed Created Integrated Prototyped Built Worked Created Built Designed Developed Created Integrated Managed Optimized Provided Built Deployed Authored Supported fully in-custom editor custom MoCap-modular on full technical asset detailed internal networked performance procedural custom small modular scripting cross-and UI development tools streaming systems based deployed AI teams dialogue platform build/documentation physics logic consultations to custom interfaces multiplayer character content help in for for using test VR/cross-logic systems, interactions compatibility lifecycle designers enemy mobile engine tools AR UMG systems using to discipline systems for applications load game and with behaviors ports features inventory for and indie Blueprint rapidly technical massive several for and automated frameworks C+and of with studios communication + terrain, indie destruction for with low-using place mechanics, using IK and game worlds indie blogs blending titles end localization on dungeons, logging behavior and C+Unreal supporting prototypes and console hardware + for using without configure hybrid logic mid-and indie and and and for Unreal trees for porting and quest support. sized dynamic dev Oculus systems. crash developer memory optimizations. authoritative and game game item and process projects. engines. Engine. tech reproduction. pipelines. and environments. blackboard generation. logic. response overflow. demos. audiences. HTC setup. servers. Vive. systems. systems. Skills

· Languages: C++, C#, Python, Blueprint, WPF, Shell/Bash scripting

· Engines: Unreal Engine 4/5, Proprietary Engines, Unity (basic), Engine Plugin Development

· Systems: Rendering Pipelines, Memory Management, Animation Tools, Save/Load Systems

· Platforms: PS4/PS5, Xbox One/Series X, PC, Mobile, VR (Oculus, Vive)

· Performance: CPU/GPU Profiling, Multithreading, Asset Streaming, Debugging, Optimization

· Tools: Git, Perforce, Visual Studio, Jenkins, Profiling Tools, Agile, Code Reviews

· Languages: JLPT N3 (Japanese), Native English

Education

Bachelor University of Computer of Texas, Science Dallas, TX 2017 GPA: 3.8



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