
Jorge Reinoso
Verified Expert in Engineering
Software Developer
Santiago, Chile
Toptal member since October 11, 2019
Jorge is a senior engineer and tech lead with 8+ years of experience shipping across games, VR, simulation, robotics, mobile, web, and immersive installations. He's fluent in Unity and Unreal, C#, C++, and Python, plus shaders, networking, hardware integration, and full-stack web development. He specializes in multiplayer netcode, deterministic simulation, performance optimization, and modular SDK architecture. Jorge has led teams from prototype to launch and delivered installation projects.
Portfolio
Experience
- C# - 8 years
- Unity - 8 years
- Virtual Reality (VR) - 8 years
- Unreal Engine - 5 years
- Technical Leadership - 4 years
- C++ - 4 years
- Next.js - 3 years
- Robot Operating System (ROS) - 2 years
Preferred Environment
Unity3D, Unreal Engine, Windows, iOS, Android, Meta Quest, ROS 2, Linux, Next.js, WebRTC
The most amazing...
...work I shipped is ChronoStrike, a 4.9+ rated co-op time-dilation VR shooter I led from prototype to launch, owning architecture, netcode, AI, and tools.
Work Experience
Software Engineer, Teleoperation
Ultra Robotics
- Developed real-time teleoperation systems for physical robots, focusing on ROS 2 integration, low-latency communication, and VR-based operator interfaces.
- Built a VR teleoperation application using WebRTC for real-time robot control and interaction.
- Integrated the LiveKit SDK for streaming robot video feeds and bidirectional data pipelines between robots and simulation.
- Integrated ROS 2 data flows with simulation environments for real-time robot state and command exchange.
- Addressed latency, synchronization, and stability challenges inherent to control-driven robotics workflows.
Tech Lead
Greensky Games
- Directed the development of ChronoStrike, a time-dilated VR shooter with both single-player and co-op modes, leading a team of six developers.
- Accelerated level iteration speed by 300% by developing real-time enemy sequencing tools.
- Minimized developer friction by designing a unified codebase for single-player and co-op modes.
- Reduced enemy set up time by 50% through modular behavior customization tools and analysis.
Senior Developer | Tech Lead
Sketchbox
- Led a team of five developers across three VR training simulators, covering six distinct procedures spanning Air Force operations, industrial furnace safety, rail crossings, and boat inspections.
- Optimized cross-project efficiency by 200% by evolving a shared codebase for checklists, procedural training, and multiplayer.
- Reduced instructor workload by 35% by designing infrastructure for session control, user management, and replay tools.
- Achieved stable 72 FPS and reduced GPU load by 25% by optimizing Quest 2 performance with Application SpaceWarp.
- Increased assessment accuracy by 60% by developing cloud-based analytics for data-driven training insights.
VR Engineer
Foundry 45
- Supported the development of a VR experience for an event organization company to showcase their products.
- Served as an essential part of the development of a light train simulator, working on various features.
- Worked on a simulator for sterile room workers, implementing localization and refactoring the project to agree with the latest standards.
VR and AR Software Engineer
Achievr
- Worked on a VR simulator to induce new workers in the operation of industrial bakery machinery.
- Programmed modules and interactions for customization of avatars.
- Designed and programmed animations for complex machinery operations.
- Designed and developed a VR experience targeting 60T mobile crane operators and doggers training.
- Programmed physics for the hook of a mobile crane and elements of the crane.
- Created 3D models and built 3D environments for real-time virtual reality simulations.
- Created an AR application for the familiarization of students with precast molds.
Virtual Reality Engineer
Rampex
- Developed an automated role-play training simulator using virtual reality and artificial intelligence.
- Designed virtual worlds where users can speak and interact with virtual characters.
- Programmed AI chat-bots for the characters to respond to the user’s input via speech recognition and speech synthesis.
- Developed interfaces to interact with web APIs for login, content management, and results' submission.
- Created a web VR simulation to interact with virtual avatars in an online platform.
Project Engineer
SINCO Soluciones de Ingenieria y Construccion
- Worked on the engineering for the installation of two turbo-generator machines GE LM 2500+G4.
- Designed high, medium, and low voltage power systems.
- Developed exterior lighting systems and grounding systems.
- Developed real-time simulations in Unity3D for the illustration of the final project.
- Developed economic and technical bid documents for the contract of construction projects.
Electrical Engineering Intern
PDVSA Petroleos de Venezuela S.A.
- Analyzed the dysfunctionalities of the SCADA automatic control system.
- Supported the equipment maintenance department in its activities.
- Developed technical reports for the equipment maintenance department.
- Organized meetings for the discussion of strategies and solutions.
Experience
Ultra Robotics VR Teleoperation
I worked on the integration end-to-end. On the streaming side, I built the WebRTC layer for control and interaction in VR and integrated the LiveKit SDK for real-time video and bidirectional data between the robot and the operator. On the robot side, I wired ROS 2 data flows into the simulation environment so robot state and operator commands round-trip cleanly across the bridge. Most of the work lived inside the latency, synchronization, and stability constraints that come with driving real hardware over a network from a human in VR.
ChronoStrike
https://www.chronostrike.com/VR Scooptram Simulator
Multi-industry VR Training Simulators
https://www.sketchbox3d.com/I led development across multiple titles as tech lead of a team of five. I designed the reusable training framework underneath them, covering checklists, procedural step tracking, instructor controls, and multiplayer sessions, which roughly doubled cross-project delivery efficiency. I built the instructor-facing infrastructure for session playback, live monitoring, and trainee management, which cut instructor overhead meaningfully across deployments. On the performance side, I drove the optimization work that delivered a stable 72 FPS on Quest 2, including Application SpaceWarp integration and draw call reduction that lowered GPU load by around 25%. The shared foundation maintained consistent quality across emergency procedures, industrial safety, and compliance inspections while accelerating delivery for each new client.
Forest Visualization App
AR Piano Game
Risk Assessment Simulator
I also worked on a mobile AR version of this project initially developed in Unity for desktop VR, now running on iPads and Android tablets. I also contributed to the development of an optimized WebGL version and ported it to Unreal Engine to get the best quality for a desktop-only version.
Precast Mold AR
I worked on programming the AR functionality, together with the step manager and associated 3D models. I used Unity and AR Foundation, leveraging the ARCore and ARKit libraries.
Crane Simulator
I programmed hook physics and hooked up the levers or joysticks of the crane to control the crane's movements. I also built 3D models for the environment and did optimization tasks to ensure peak performance.
Elles - Dans L'oeil De Clouzot
https://www.youtube.com/watch?v=gjfvwa-Vo8EThe experience is a surreal journey through the filmmaker's mind with fragments of his movies and testimonials from the woman who inspired him.
I worked as the only developer and created the experience with the direction and materials provided by the artist.
Density Measuring Simulator
This project required many unique features, such as simulating powdery materials filling a bowl whose densities vary over time and permitting it to be leveled by a spatula. I created computed shaders that allowed these properties.
I was the only developer for this simulation alongside a 3D graphics designer for the art.
Party Lab 360
Rampex VR Platform
Trading Card Platform
I designed and implemented this 3D system end-to-end. On the visual side, I built a library of custom URP shaders for the pack and card materials, covering refractive surfaces, metallic finishes, deformation effects, and per-pack stylized variants. On the interaction side, I built a procedural tearing system that splits the pack mesh into connected pieces as the user drags, so the pack physically breaks apart instead of playing a baked animation, then drives the camera response and transition into the card reveal sequence. I also built a runtime pipeline that renders 3D cards into 2D thumbnails on demand, keeping the rest of the app lightweight while maintaining consistent card art across inventory, marketplace, and trading views.
Unreal Engine and ROS 2 Robotics Simulation Prototype
I built the integration layer end-to-end. On the engine side, I set up a Linux Unreal Engine project with the rclUE plugin, configured the C++ build pipeline, and wrote the publisher and subscriber components that bridge Unreal actors and components into ROS 2 topics, services, and messages. On the simulation side, I wired sensor outputs (cameras, IMU, depth) and actuator inputs into the engine's tick loop so they update at robot-relevant rates with consistent timestamps. I also handled the supporting work of getting the project to build and run cleanly on Linux, since most Unreal robotics tooling assumes a Windows-first workflow.
Neural Health
• Cofounded the Chilean startup and led engineering across a Meta Quest VR client and an iOS/Android companion sharing a single scenario pipeline. • Integrated consumer EEG hardware (Neurosky ThinkGear, MWM BrainLink Pro) into Unity so attention and meditation signals drove gameplay in real time.
• Built an Amazon S3-backed Addressables and Remote Config layer for live content delivery, multi-target build automation, and Arabic-first localization with RTL UI and Salsa-driven Arabic lipsync.
• Deployed in clinical partnerships with Santiago hospitals, including Clínica Alemana and Hospital de La Florida, and exhibited internationally at Expo 2020 Dubai.
UMG UI System for an Unreal Racing Game
I worked as a UMG engineer, building and wiring the widget layer in close coordination with the design team. On the C++ side, I implemented the HUD and UI base classes that drive widget lifecycle, data flow, and player controller integration, exposing clean Blueprint-facing APIs so designers could iterate on layout and styling without engineer turnaround. On the UMG side, I built the widget blueprints for the menus, loading and pause flows, results screens, tutorial prompts, and the in-race HUD elements, including the phase map and its markers, rank and place indicators, opposing-player overlays, and reticles. The result is a UI system where presentation can be tuned in the editor while the underlying state, transitions, and game-mode integration stay deterministic and code-driven.
Indoor Golf Simulator Game Client
I worked as a Unity developer on the game client. My contributions covered course content integration and runtime delivery via Addressables, environmental and vegetation systems for large open courses, custom shader work for terrain, water, and atmospheric elements, gameplay flow and UI for in-bay round management, and performance tuning to keep frame rates stable on the bay hardware while rendering full courses at presentation quality. I also worked on tooling and CI integration to support repeatable builds across course content drops.
Unreal-based USD Authoring and Runtime Studio
I worked as an Unreal developer on the C++ side of the USD integration. My contributions covered the bridge between the USD scene graph and the engine's actor and component model, the mapping of USD attributes to and from Unreal properties, and the support for runtime subsystems built on top of the USD stage. I also worked on connecting spatial audio authored in USD into the engine's audio pipeline, and on file and save-state integration so scenes round-trip cleanly between disk and the live runtime. The work spanned both authoring-time editor flows and runtime playback, so the same USD scene drives both.
Mobile Apps for Training and Capacitation Institute
I built two apps in the suite. The first is an AR electrical manual that teaches core electricity concepts through layered multimedia, including augmented reality experiences powered by a Unity submodule embedded inside the React Native host. The second is an administrative tool for specialty heads, providing a phone-friendly interface to manage teachers, classes, and students directly in the field rather than through a desktop system.
Fryer Simulator
I coded the player's interactions with the environment (grabbing of objects, teleportation, opening doors, hatches, buttons, clothing), plus I created all the 3D graphics in the project.
Web Instructor Dashboard for a VR Training Platform
I designed and built the application end-to-end as the only developer. That covered the architecture and routing, authentication and role-based access, student and group management, scenario configuration, session control and live monitoring, reporting with interactive charts, and full export pipelines to Excel and PDF for instructor handoffs. I also set up the infrastructure side (containerized deployment, internationalization, custom lint and architecture tests, and a CI-ready validation pipeline) so the project stays clean as new simulators and report types are added.
Education
Bachelor's Degree in Electrical Engineering
Universidad Rafael Urdaneta - Maracaibo, Venezuela
Skills
Libraries/APIs
Vue, Vuex, Node.js, WebGL, OpenGL, Vulkan, OpenAI API, WebRTC, React, Wit.ai
Tools
3ds Max, Maya, Photoshop CC, Visual Studio, AutoCAD, DIALux Evo, Unreal Motion Graphics UI Designer (UMG), MATLAB, Git, DIALux, JetBrains Rider, Blender, Apple Vision Pro, Spline, Gazebo Simulator
Languages
C#, Python, Java, Kotlin, JavaScript, C, GLSL, C++, HLSL, GraphQL, PHP, CSS, HTML, TypeScript
Frameworks
Unity, Unity3D, React Native, AR Foundation, Spark, Unreal Engine, Photon Unity Networking (PUN), Photon, Qt, RealityKit, iOS SceneKit, Blueprint, Universal Scene Description (USD), Next.js
Platforms
SteamVR, Oculus, ARCore, Windows, Android, iOS, Mobile, MetaSpark, Arduino, Linux, Blockchain, LiveKit, NVIDIA Omniverse
Paradigms
Agile Software Development, Object-oriented Programming (OOP), Desktop App Development, Mobile Development, UX Design, Real-time Systems, Motion Design
Storage
PostgreSQL, MongoDB, MySQL
Other
3D Scenery, 3D, Virtual Reality (VR), Augmented Reality (AR), Meta Quest, 3D Modeling, 3D Simulations, Physics, Simulations, Simulators, Blueprints Visual Scripting, HTC Vive, Lighting, Animation, Performance Optimization, 3D Graphics, Multiplayer, Shaders, Autodesk Maya, Mobile Apps, Game Development, Microcontrollers, Embedded Systems, Unreal Engine 5, Architecture, Game Design, Art, SCADA, Unity Shaders, ECS, Leadership, Supabase, Electrical Engineering, Hand Tracking, Technical Leadership, Training, Oil & Gas, 3D Visualization, OpenAI, Robot Operating System (ROS), Teleoperation, Robotics, ROS2, 3D Motion Graphics, Web3, 3D Games, 3D Graphics Engines, Simulation Engines, 2D Games, 2D, Rendering Pipelines, Virtual Reality ToolKit (VRTK), ROS 2, EEG, Brain-computer Interface, Hardware Integration, Modular SDK, Eye Tracking
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