About

Learn more about me

Graphics & Tool programmer

Shaders captivate my very essence, seamlessly intertwining the precision of mathematics, the beauty of art, and the logic of programming. This unique blend not only challenges my intellect but also ignites my creativity, making every task a rewarding journey into the heart of digital alchemy.

Since I was a young one, I was introduced to the mesmerizing world of 3D and programming. I passed my time doing 3D modeling, and I fell deeply in love with everything that is artistic and digital. Even now, I naturally bend towards that path. Over time I discovered that working in graphics programming and tech art is not only where I feel most challenged, but also where I feel most fulfilled. I enjoy building tools, experimenting with shaders, and finding ways to merge art and technology into something that feels alive. For me, the most rewarding part is seeing an idea go from imagination to something tangible on the screen. Whether it’s creating visual effects, solving rendering problems, or just exploring how far I can push an engine, I’ve found that this blend of creativity and technical problem-solving is what keeps me motivated.

Resume

Check My Resume

Professional Experience

Senior Rendering Programmer

Oct 2023 - Present

2K, Toronto, Canada

  • Working on Bioshock, making rendering features and core render functionality
  • Tool programmer, creating sets of tools for a large teams or artists
  • Collaborating closely with Artists, Technical Artists and Supervisors
  • Creating materials and shaders for the game needs
  • Profiling all tools and rendering related
  • Implementing gameplay features related to our rendering features

Senior 3D Programmer / Technical Artist

Apr 2022 - Nov 2023

Pixomondo, Toronto, Canada

  • Tool development, backend for servers and asset management
  • R&D over new technologies
  • AI implementation to software packages like unreal engine
  • Created a full suite for 3d Painted meshes called Rainbow for unreal engine

Senior Technical Artist

Sep 2019 - Apr 2022

Digital Dimension, Montreal, Canada

  • R&D over new technologies in real time and how they can fit in the film industry
  • First in the line to test new features or complete them with development
  • Analyze and develop workflows
  • Develop tools to increase efficiency for small, medium or large teams

Senior Unreal Engine Programmer

Dec 2016 - Sep 2019

Immersive design studios, Montreal, Canada

  • Developed, implemented and documented new software components, concepts and development methods to increase the efficiency of the company's pipeline
  • Analyze workflows from the first polygon to the last line of code
  • building tools to reduce iteration process between 3d packages and Unreal Engine

Lead 3D Programmer

Feb 2012 - Dec 2016

Maniak Experiencial, Guadalajara, Mexico

  • Team leader working as a bridge between, electronic engineers, 3D artists and graphic designers
  • Dealing with hardware / software intercommunications, generating plugins and programming solutions from scratch, always mostly based on unity 3d or unreal engine
  • Working to generate in-house customizations to improve the quality and work times

Education

Bachelor of industrial design

2006 - 2010

University of Guadalajara, Jal, Mexico

My alma mater holds a special place in my heart. We should never forget our roots, and even though I've pursued a different career path, I'm proud to say that everything I learned there informs my current work. Either programming, as well as art, the foundation of my professional identity undeniably stems from that institution.

Portfolio

My Works

Contact

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