
Développeur Unreal Engine
Son expertise couvre C++, C#, Unreal Engine, et Unity, avec un fort accent sur le développement d'applications de haute performance à travers VR, AR, console, et les plateformes mobiles.
Juan a notamment été finaliste du Reality Virtually Hackathon au MIT et a obtenu la certification C++ Certified Associate Programmer, ce qui souligne ses compétences techniques et son sens de l'innovation dans le domaine.
Avec une base solide dans les technologies 3D/XR et une capacité prouvée à fournir des solutions robustes, Juan est un collaborateur précieux pour toute équipe de développement de logiciels interactifs ou immersifs.

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#








Parlez à un expert et obtenez des correspondances personnalisées de notre réseau en seulement 2 jours.
Accédez à plus de 6 000+ experts
Soyez jumelé avec un développeur en 2 jours en moyenne
Embauchez rapidement et facilement avec un taux de réussite de 94%