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UE5 Gameplay Programmer

Location:
Berlin, Germany
Posted:
July 17, 2025

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Resume:

**/**/****

+34-680-**-**-**

Berlin, Germany

*********@*****.***

linkedin.com/in/borjafac

BORJA FERNÁNDEZ

EDUCATION

**** - **** ******’s Degree in Videogame Programming, U.C.M., Madrid, Spain. 2014 - 2016 Multiplatform Application Development, Madrid, Spain 2012 - 2014 Psychology Degree, U.C.M., Madrid, Spain. 2007 - 2009 Exploitation of Computer Systems, Madrid, Spain. HARD SKILLS

· Unity (6 years)

· UE5 (3 years)

· C# (6 years)

· C++ (3 years)

· Game Design (1.5 years)

· Java (2 years)

· Godot

· Snowdrop Engine

· Frostbite Engine

· Git

· Perforce

· HTML5

· CSS3

· SQL

OTHER

· Photoshop

· Blender

· Sony Vegas

· Audacity

· FL Studio

SOFT SKILLS

· Business management

· Creative

· Team player

· Analytical mind

· Communication

LANGUAGES

· Spanish: native

· English: fluent

· German: basic

PORTFOLIO

- Driveloop: Survivors: as Cofounder, Programmer, and Lead Game Designer at Stunbyte, I led the design and implementation of core gameplay systems, enemy AI, outgame progression, and a dynamic ability system in UE5 with C++. I developed scalable ECS-based systems and used VATs for efficient rendering of large crowds. I handled business development, including funding applications, event submissions, PR outreach, and all aspects of the Steam platform (store setup, builds, and certifications). I also mentored interns during their time at Stunbyte.

- Unannounced project – Ubisoft Blue Byte: AI Programmer on an undisclosed title. Developed NPC and bot behavior systems using behavior trees and machine learning techniques. Also contributed to gameplay features and systems integration in collaboration with design and engineering teams.

- Synthetik 2 - Flow Fire Games: Gameplay Programmer for the sequel to the sci-fi roguelike shooter Synthetik: Legion Rising. Implemented AI behavior and systems, an extensible action framework for gameplay abilities (items, buffs, effects), and contributed to HUD design and in- game menus. Focused on modularity, performance, and scalability for long-term content support.

- Solitaire Showtime - Jam City: Unity Developer on a mobile solitaire tri-peaks title. Worked across UI, gameplay logic, and backend integration. Focused on smooth UX flow, data handling, and feature implementation aligned with live operations.

- Need for Speed Heat - Electronic Arts: UI Programmer as part of the localization team. Handled UI adaptation, improvement, and bug fixing for multilingual support, ensuring correct behavior and presentation across languages and regions.

- Plants vs. Zombies: Battle for Neighborville - Electronic Arts: localization and UI Support. Focused on adapting UI for complex languages (i.e. Asian or Arabic), ensuring proper visual layout, readability, and compatibility. Reworked UI systems where necessary to accommodate content.

- FIFA 20: localization-focused UI Developer. Responsible for improving and fixing UI layouts primarily for Arabic and other right-to-left languages, ensuring full functionality and compliance with FIFA’s presentation standards.

- NH90 helicopter simulator: C++ Developer contributing to multiple core systems, including networking for simulation, land-based entity behaviors, and AI logic for enemy units. Focused on performance, accuracy, and real-time interaction within a military-grade simulation environment. WORK EXPERIENCE

January 2024 – Present

Cofounder, C++ UE5 Programmer and Lead Game Designer at Stunbyte for Driveloop: Survivors. In charge of core gameplay design and programming, some systems architecture, enemy AI design, and other content systems like outgame progression.

Developed a dynamic and flexible ability system to support varied content and facilitate rapid iteration and content creation.

Handled business development tasks, including funding applications, publisher outreach, platform submissions, and press/influencer communications.

Mentored and supervised interns, providing a reference figure for the students. Technologies: UE5, C++, Rider, Blueprint, ECS, VAT, Git, Steam. July 2022 – January 2024

AI Programmer at Ubisoft Blue Byte (Berlin). Development of AI technologies for an unannounced project. Working with C++ in Snowdrop Engine creating, debugging and profiling behavior trees for different types of entities (NPCs, Bots, etc.), and using machine learning models to train some of them. Technologies: C++, Snowdrop Engine, Perforce, Behavior Trees, Machine Learning. July 2020 – June 2022

Unity developer at Flow Fire Games. Videogame generalist programmer, using Unity3D as the game engine, focused on different platforms (PC and consoles). I perform tasks related to AI, gameplay systems and UI, among others. Technologies: Unity, C#, Git.

January – July 2020

Unity developer (mobile) at Jam City Berlin. Development of new features for Solitaire Showtime related to gameplay, UI, backend, bugfixing, and testing.

Technologies: Unity, C#, Git, AWS, node.js, Android emulators. April 2019 – December 2019

Localization engineer at Electronic Arts. Improving, adapting and bugfixing the UI for different languages in FIFA20, Plants vs. Zombies: Battle for Neighborville and Need for Speed Heat. Technologies: Frostbite Engine, Action Script, C++ 11, Adobe Flash, Perforce, console SDKs. May 2018 – April 2019

C++ developer at Indra Sistemas. Simulation systems development for choppers and airplanes, both civil and military ones. Integration of the physical flying models, development of the proprietary logic and simulation engine

(implementing networking, AI and entity simulation). Technologies: C++, C#, Git (SourceTree and SVN), Visual Studio 2010/2015. March 2016 – March 2018

Java FullStack developer at ALTEN/ATOS. Development of Bank applications and internal management systems for the Spanish Government.

Technologies: Java SE/EE, SVN, Git.



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