Jorge Reinoso, Developer in Santiago, Chile
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Jorge Reinoso

Bio

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

Ultra Robotics
Unity, C#, LiveKit, Robotics, Teleoperation, Virtual Reality (VR), Linux, ROS 2...
Greensky Games
Unity, Agile Software Development, Game Design
Sketchbox
Unity, Virtual Reality (VR), Physics, OpenAI API, OpenAI...

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

2025 - 2025
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.
Technologies: Unity, C#, LiveKit, Robotics, Teleoperation, Virtual Reality (VR), Linux, ROS 2, WebRTC

Tech Lead

2023 - 2025
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.
Technologies: Unity, Agile Software Development, Game Design

Senior Developer | Tech Lead

2020 - 2023
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.
Technologies: Unity, Virtual Reality (VR), Physics, OpenAI API, OpenAI, Agile Software Development, Simulators, Simulations

VR Engineer

2019 - 2020
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.
Technologies: 3D Scenery, Git, GLSL, Unity, C#, Virtual Reality (VR), 3D Graphics, Mobile Apps, Game Development, Agile Software Development, HTC Vive

VR and AR Software Engineer

2018 - 2019
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.
Technologies: 3D Scenery, Git, GLSL, Android, Unity3D, C#, Virtual Reality (VR), JavaScript, Photoshop CC, 3D Graphics, Lighting, Multiplayer, Agile Software Development, HTC Vive

Virtual Reality Engineer

2017 - 2018
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.
Technologies: 3D Scenery, Git, GraphQL, MongoDB, GLSL, Vuex, Node.js, Python, Unity3D, C#, Virtual Reality (VR), Vue, JavaScript, 3D, 3ds Max, 3D Graphics, Lighting, HTC Vive

Project Engineer

2015 - 2017
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.
Technologies: 3D Scenery, Unity3D, DIALux, AutoCAD

Electrical Engineering Intern

2014 - 2015
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.
Technologies: SCADA, Oil & Gas

Experience

Ultra Robotics VR Teleoperation

A real-time teleoperation stack for physical robots, where a remote operator drives the robot through a VR interface while live video and sensor feeds stream back from the robot in both directions. The system pairs the robot's ROS 2 control stack with a Unity-based VR client, so the same operator interface can drive either the physical robot or its simulation.

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/
ChronoStrike is a co-op VR time-dilation shooter where time moves only when players move, requiring coordination and strategy. I led core gameplay and systems development, focusing on improving iteration speed and multiplayer stability. I built real-time enemy sequencing tools for rapid-level prototyping, unified single-player and co-op codebases to streamline development, and implemented lag compensation to improve synchronization. I also created a modular AI system for fast enemy setup and refined physics interactions to support precise slow-motion gameplay.

VR Scooptram Simulator

An immersive training tool designed to replicate the operation of underground mining vehicles in a virtual environment. I led the project from conception to deployment, designing the core architecture and overseeing all technical aspects. The simulator was fully integrated with Arduino-controlled real-world hardware, allowing for realistic physical controls and feedback. I also developed the back-end system for user account management, simulation tracking, and result storage, enabling instructors to monitor and assess trainee performance effectively. My work bridged the gap between physical interaction and virtual simulation, significantly enhancing the realism and training value of the system.

Multi-industry VR Training Simulators

https://www.sketchbox3d.com/
A portfolio of VR training simulators delivered across aerospace, heavy industry, and the public sector, covering procedural checklists, safety drills, and inspection workflows. The simulators share a common technical foundation, so each new program can reuse training logic, instructor tooling, and multiplayer infrastructure instead of being rebuilt from scratch.

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

I worked on an advanced application focused on the visualization and interaction with a large-scale dataset of tree data, where my primary task was migrating existing systems to Unity's Entity Component System (ECS) architecture to significantly enhance performance, particularly in custom Level of Detail (LOD) and segmentation systems. Additionally, I upgraded the tree shaders using Shadergraph to ensure compatibility with the Hybrid Renderer, integrating features such as dynamic wind effects, randomized and seasonal color variations, and efficient billboard rendering. This approach optimized both rendering quality and application responsiveness, leveraging ECS's capabilities for handling massive datasets.

AR Piano Game

I led the development of an immersive AR piano-learning experience for Meta Quest. The app guides users through real-time piano lessons using hand tracking and spatial anchors to place a virtual interface directly above a real keyboard. The project combined intuitive UX with precise hand tracking, allowing users to learn in their own physical environment without controllers.

Risk Assessment Simulator

A virtual reality simulation developed to measure the perception of risk for workers in the mining industry in their daily workspaces, including lifting operations, work at height, electrical and mechanical blockage, maintenance services, and driving. The simulator is currently being used in an institute in Chile to evaluate over 120 participants daily. I acted as the sole developer alongside an amazing 3D designer.

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

A multi-platform AR mobile application for familiarizing students with the process and functions of a precast mold. Allowing the user to see in real-time and from any angle they desire the different steps that go into the creation of concrete pieces from the molds.

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 worked with an amazing global team to create a multipurpose crane simulator for the instruction of both operators and doggers in the operation/guidance of 60T mobile cranes.

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-Vo8E
A virtual reality experience for an art exposition in Paris in homage to French film director Henri-Georges Clouzot, from the mind of the artist Alexandra Mas.

The 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

Virtual reality tool for the teaching and standardization of the correct steps for measuring the density of explosive materials.

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

Worked on a collection of AR experiences for custom Unity apps using a variety of SDKs including Vuforia, EasyAR and AR Foundation, Instagram filters using Spark AR Studio for multiple use cases, for aiding the sales of party related products. My tasks involved the design and programming of animated face masks, 3D animated characters, and stories, particle effects, custom shaders for visual effects, AR portals, geo-located experiences, and many more.

Rampex VR Platform

I acted as the sole developer of the virtual reality simulator to train employees' soft skills, with multiple customizable scenarios where the user can speak and show presentations to virtual avatars. These responded to the user's speech and actions with a combination of artificial intelligence and programmed responses. I worked alongside the web developer to connect it via an API to the web platform, where the instructors could design these scenarios.

Trading Card Platform

A mobile collectible card trading app where users buy sealed packs, open them in a 3D presentation, and manage their collection. The pack-opening sequence is the centerpiece of the app: a real-time 3D scene where the user picks up a pack, interacts with it on the touchscreen, breaks it open, and watches the cards reveal before they are added to the collection.

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

A simulation environment for a physical robot, built to let robotics teams develop and test perception, control, and behavior code against a high-fidelity virtual stand-in before deploying to real hardware. The simulator runs on Linux and exchanges sensor and actuator data with the robot's ROS 2 stack in real time, so the same nodes can drive either the simulated or the physical robot without modification.

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

VR cognitive training and mental-wellness platform combining immersive scenarios with real-time EEG biofeedback.

• 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

A racing game built in Unreal Engine with a phase-based race structure, where the player progresses through staged segments, competes against AI opponents, and tracks position on a dynamic course map. The UI surface covers the front end (main menu, loading, pause, and results) and a rich in-race HUD that communicates phase progression, rank, opponent positioning, and contextual prompts.

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

A commercial indoor golf simulator deployed in dedicated golf bays, where players hit real balls into a projection screen and a launch monitor feeds shot data (ball speed, spin, launch angle, and club path) into a Unity client that simulates the resulting flight, lie, and outcome on photoreal recreations of real-world courses. The client handles full rounds, course selection, multi-player flow, environmental conditions, and the visual presentation projected onto the bay screen.

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

A creator tool built on Unreal Engine for authoring immersive scenes around Universal Scene Description (USD) as the underlying scene graph. Users assemble scenes from a library of USD primitives, edit them inside the editor, save and load full scenes as USD stages, and play them back with runtime behavior intact.

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

A suite of native Android applications developed for a training and capacitation institute to support both staff workflows and student learning, combining React Native for the app shells with embedded Unity submodules for richer 3D and AR content.

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

A tool for familiarizing new workers with the correct operation of the fryer in a papadum bakery, created as a member of a team.

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

A web application that pairs with a suite of VR training simulators, used by instructors and administrators to manage students, assign training scenarios, run sessions, monitor progress, and export performance reports. The hub connects to the simulator runtime through a shared back end so trainee actions, session telemetry, and scoring flow into a single browser-based surface that works across multiple training programs and languages.

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

2011 - 2015

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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