
Unreal Engine-udvikler
Hans ekspertise spænder over C++, C#, Unreal Engine og Unity med et stærkt fokus på at udvikle højtydende applikationer på tværs af VR-, AR-, konsol- og mobilplatforme.
Juan har bl.a. været finalist ved Reality Virtually Hackathon på MIT og opnået C++ Certified Associate Programmer-certificering, hvilket understreger hans tekniske færdigheder og innovation inden for området.
Med et stærkt fundament inden for 3D/XR-teknologier og en dokumenteret evne til at levere robuste løsninger er Juan en værdifuld bidragyder til ethvert interaktivt eller fordybende softwareudviklingsteam.

Implemented a proof-of-concept integration between a 3D modelling environment and Amazon’s Visual Asset Management System (VAMS), enabling communication between production software and a digital asset management backend using a Python bridge and a custom React-based plugin. Designed and implemented custom constraint-aware pathfinding systems in modern C++17 within Unreal Engine, building graph structures and runtime algorithms to evaluate multiple traversal paths for dynamically generated environments. Diagnosed and resolved low-level Unreal Engine Live Link execution issues by tracing engine call stacks and runtime tick flows, implementing a safe override architecture without modifying engine core modules.

Designed a server-authoritative distributed architecture where blockchain state served as the final authoritative system. Implemented deterministic multiplayer systems and custom player state structures entirely in modern C++. Built a deterministic state machine synchronizing Unreal runtime state with backend transaction confirmation.


As a Low-Level C++ Unreal Engine Developer, I was tasked with spearheading the development, maintenance, and optimization of crucial systems utilized by content developers to craft immersive virtual reality experiences System Development: Developed a variety of essential systems within the Unreal Engine using C++, focusing on low-level functionalities to support VR experiences. These systems included but were not limited to frame rate counting, telemetry, input handling, and memory management.
Maintenance and Optimization: Regularly maintained and optimized existing systems to enhance performance, stability, and scalability.
Bug Fixing and Troubleshooting
Creation of a modular notification system, in C++ using Unreal’s reflection system
Project A: VR interaction implementation with elements, creating a simulation of a purchase process of a kids toy store using C++
Project B: Implementation of SparkAR and Cannon.Js for an AR application using Javascript
Project C: Implementation of real-world object detection using AR recognition and machine learning in Unity and C#








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