
Unreal-Engine-Entwickler
Sein Fachwissen umfasst C++, C#, Unreal Engine und Unity, mit einem starken Fokus auf die Entwicklung von Hochleistungsanwendungen für VR, AR, Konsolen und mobile Plattformen.
Zu Juans Erfolgen gehören die Finalteilnahme am Reality Virtually Hackathon am MIT und die Zertifizierung zum C++ Certified Associate Programmer, die seine technischen Fähigkeiten und seine Innovationskraft in diesem Bereich unterstreicht.
Mit einer soliden Grundlage in 3D/XR-Technologien und einer nachgewiesenen Fähigkeit, robuste Lösungen zu liefern, ist Juan ein wertvoller Mitarbeiter für jedes interaktive oder immersive Softwareentwicklungsteam.

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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