Santiago Alvarez
Verified Expert in Engineering
Software Engineer and Developer
Santiago has around five years of professional experience in game development with multiple published titles, including one Disney game. He earned a degree in software engineering, and he's worked on the development of games from concept to release. Santiago's worked with cross-functional teams locally and remotely and is a self-starter. He is a natural leader, leading and managing distributed teams of developers.
Portfolio
Experience
Availability
Preferred Environment
Git, Visual Studio, MacOS, Windows, Unity, C#
The most amazing...
...project I have worked on was a Disney game. And more recently, I had the amazing opportunity to lead a distributed team of developers.
Work Experience
Director of App Development
Game Taco
- Worked for GSN Games Skill Studio which was acquired by Game Taco & Platinum Equity.
- Led a team of developers where our main goal was to support and develop the WorldWinner iOS and Android app which included adding new features to it, setting up A/B tests and CI/CD plans, and collaborating with other teams like the games, creative and product teams.
- Contributed to multiple teams like developing features and supporting the WorldWinner app, making contributions to the back end used by multiple platforms, supporting legacy games, and developing new games for the enjoyment of daily thousands of players.
App Team Lead
GSN Games
- Contributed to multiple teams by building features and supporting the WorldWinner app, contributing to the back end used by multiple platforms, supporting legacy games, and developing new games for the enjoyment of thousands of daily players.
- Led a team of developers where our main goal was to support and develop the WorldWinner iOS and Android app which included adding new features, setting up A/B tests and CI/CD plans, and collaborating the games, creative, and product teams.
- Worked on Spider Solitaire, a 2-deck solitaire game that included scaling the system for multiple devices across mobile and desktop, card group dragging, sequence flush animations based on artistic mockups, and an end of game autocomplete animation and scoring information.
- Developed Pop and Plunder, a bubble shooter game; created the demo to proof tech capabilities and game mechanics; scaled the system for multiple devices across mobile and desktop; made bubble matching and dropping algorithms as well as POC grid generation algorithms.
- Helped cross the final lap to SwapIt 2, an HTML5 and JavaScript game, via bug fixes and optimizing the code for its release to the public.
- Supported Super Plinko, an HTML5 and JavaScript game, by fixing multiple bugs.
Software Engineer
Timba Games
- Designed and built multiple in-house tools, among them—a breakable words generator for the playable credits as well as tools for sorting and parenting multiple GameObjects at once—for Puppet Kings; also programmed the behavior of two main bosses.
- Developed gameplay features and interactive apps for multiple international clients.
- Maintained and updated code written by third-party contractors.
- Mentored intern programmers that contributed with internal tech demos and Puppet Kings.
Gameplay and UI Programmer
Cocodrilo Dog Games
- Worked as part of the team that developed Moana: Rhythm Run; built by Disney Interactive and Cocodrilo Dog Games (co-production) it is a rhythmic, action-adventure iOS game. This title was featured by Apple as one of the top games in the store.
- Extended the core functionalities to some of the main characters' and enemies' behaviors.
- Worked on multiple UI functionalities: main menu, scrollable map, and loading scenes.
- Programmed a modular system to create random-loopable levels.
- Used Photoshop to cut, trim, and export art assets.
- Optimized most of the images/textures to reduce the app size.
Software Engineer
Rainbow Tree, Inc.
- Published over 50 web games for the Arbolabc.com's game portal.
- Developed different in-house tools to reduce workflow time.
- Contributed to a multi-resolution compatibility between different devices and browsers.
- Evaluated new technologies and summarized the ones that work better for the games and apps to be developed.
- Maintained the Subversion system (SVN) of the company.
Gameplay and Unity Editor Tools Programmer (Intern)
Cocodrilo Dog Games
- Programmed an animation memory system to support the blending and rewinding animations of previous actions.
- Worked on a level editor using the Unity Editor Extension Tools.
- Built, as part of the team, Don Tomate y Las Vocales–an Android and iOS game (published on Android, soft launch).
- Developed, in a team, Beat Boy for Xbox One, PS4, PC, and MAC game (in production, with Steam Greenlight).
- Supported, as a team member, in the development of Kulipari for Xbox One, PS4, and PC game (which was eventually canceled).
Experience
Moana: Rhythm Run | Disney Interactive and Cocodrilo Dog Games (Credited)
http://disney.wikia.com/wiki/Moana:_Rhythm_RunTap your way through this rhythmic, action-adventure game featuring music from the new Disney film, Moana! Play as both Moana and Maui as you journey to restore the Heart of Te Fiti. Voyage to distant islands, take on Kakamora pirate ships, and battle in the Realm of Monsters. Experience the unforgettable music directly from the Moana film as you sail, jump, run, and fight your way to save the day and discover your destiny.
Project Highlights:
• Extended core functionalities to some of the main characters' and enemies' behaviors.
• Worked on multiple UI functionalities: main menu, a scrollable map, and loading scenes.
• Programmed a modular system to create random-loopable levels.
• Cut, trimmed, and exported multiple 2D assets.
• Optimized most of the images/textures to reduce the app size.
This title was featured by Apple.
Pop and Plunder
https://www.youtube.com/watch?v=hGC9BPFHg9A• Worked on the demo to proof tech capabilities and game mechanics, which then was accepted to be produced.
• Oversaw and was in charge of the scaling system to adjust the game to multiple devices across mobile and desktop.
• Wrote the bubble matching and dropping algorithms.
• Developed the initial grid generation algorithms which supported unmatchable bubbles, horizontal and/or vertical symmetry and holes.
• Built the timer and scoring systems that supported bubble multipliers, and shot and time bonuses.
• Worked on a wrapper around Phaser.io sound system, that expanded its functionality to support channels.
• Provided post-release support by fixing multiple reported issues and building an extra feature.
Spider Solitaire
• Oversaw and was in charge of the scaling system to adjust the game to multiple devices across mobile and desktop.
• Implemented the card group dragging.
• Added the sequence flush animations using tweens based on artistic mockups.
• Implemented the end-of-game sequence, including autocomplete animation and scoring information.
Puppet Kings | Timba Games (Credited)
http://store.steampowered.com/app/756020/Puppet_Kings/• Oversaw and was in charge of the design and development of multiple in-house tools, among them: breakable words generator for the playable credits and a series of tools for sorting and parenting multiple GameObjects at once.
• Programmed the behavior of two main bosses.
Skills
Languages
C#, JavaScript, Bash, HTML5, Java, C++, Objective-C, TypeScript
Frameworks
Unity, Unity3D, Phaser.io, Unreal Engine 4
Tools
Git, Visual Studio, CLion, Adobe Photoshop, Photoshop CC, PlayFab
Other
Software Engineering, Game Development, 3D Games, 3D Visualization, Animation, 3D Modeling, Mobile Game Development
Paradigms
Agile Software Development
Platforms
Android, iOS, Windows, Linux, MacOS, PC
Libraries/APIs
SFML
Storage
MySQL
Education
Bachelor's Degree in Software Engineering
Universidad Nacional de Colombia - Bogotá, Colombia
Certifications
Certificate of Completion: C++ Course - License 1051-3764627
SoloLearn
IELTS - CEFR Level: C1
IELTS (International English Language Testing System)
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