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Регистрация: 27.07.2026

Rafael Ribeiro

Специализация: Unity Developer, Gameplay Programmer, Tools Programmer, Technical Artist, C# Developer, Game Developer
— Unity and C# developer with 6 years of experience in gameplay programming, editor tools, and technical art across 50+ game development projects. — Completed 200+ client engagements via freelance platform; delivered Unity editor extensions, ScriptableObjects, AI/animation integration, inventory systems, VFX, and Blender/Python pipeline automation. — Comfortable extending existing project architectures, diagnosing integration issues, and delivering clean maintainable code in close collaboration with developers, artists, and designers. — Currently building a Unity 6 third-person action-adventure prototype and a C# visual-scripting/editor-tools system. — Based in Zaragoza, Spain; open to remote opportunities.
— Unity and C# developer with 6 years of experience in gameplay programming, editor tools, and technical art across 50+ game development projects. — Completed 200+ client engagements via freelance platform; delivered Unity editor extensions, ScriptableObjects, AI/animation integration, inventory systems, VFX, and Blender/Python pipeline automation. — Comfortable extending existing project architectures, diagnosing integration issues, and delivering clean maintainable code in close collaboration with developers, artists, and designers. — Currently building a Unity 6 third-person action-adventure prototype and a C# visual-scripting/editor-tools system. — Based in Zaragoza, Spain; open to remote opportunities.

Скиллы

Unity
C#
Python
Blender
Gameplay Programming
Editor Tools
ScriptableObjects
Technical Art
3D Modeling
Rigging
PBR Texturing
GLTF
Animation
Visual Effects
Particle Systems
Inventory Systems
AI Programming
Debugging
Performance Optimization
Git
OOP
Data-Driven Systems
Pipeline Development
Process Automation

Опыт работы

Game Developer / Technical Artist / Tools Programmer
с 06.2020 - По настоящий момент |Imdad
Unity, C#, Python, Blender, Gameplay Programming, Editor Tools, ScriptableObjects, Technical Art, 3D Pipelines, Rigging, Animation, Debugging, Git
Developed gameplay systems, custom editor tools, technical-art solutions, and production automation for more than 50 game-development projects. Created reusable tools with C# and Python to automate asset processing, data management, rigging, texture generation, and other repetitive production workflows. Implemented and extended gameplay mechanics, AI, animation, inventory, visual effects, particle systems, and data-driven systems while integrating solutions into existing project architectures. Completed more than 200 client engagements with consistent delivery, technical documentation, and close remote collaboration with developers, artists, designers, and clients.
Unity Developer
11.2022 - 03.2023 |Buddy Cops — Client Project
Unity, C#, Gameplay Programming, ScriptableObjects, Editor Tools, AI, Animation, Inventory Systems, Visual Effects, Particles, Debugging
Developed and integrated gameplay systems and custom Unity editor tools for an existing game project. Extended AI, animation, and gameplay functionality while maintaining compatibility with the project’s existing architecture. Created ScriptableObject-based tools to simplify data creation and management. Also implemented inventory features, visual effects, particle systems, and workflow automation. Diagnosed integration problems, adapted third-party systems, and delivered maintainable solutions according to the project’s technical and creative requirements.
Technical Artist / 3D Pipeline Developer
11.2021 - 01.2022 |MekaMiners Lda
Blender, Python, Technical Art, 3D Modeling, Rigging, PBR Texturing, GLTF, Pipeline Development, Process Automation, Optimization
Produced optimized 3D characters and assets for interactive web applications using GLTF-based pipelines. Developed Blender/Python tools for rigging, masked texture generation, asset validation, batch processing, and export automation. Standardized production workflows to improve consistency, scalability, reliability, and turnaround time across multiple character assets. Worked between artistic and technical requirements, identifying production bottlenecks and implementing reusable pipeline solutions.

Языки

ПортугальскийРоднойИспанскийСреднийАнглийскийПродвинутый