Hola, my name is Aitor Ventura
I am a Senior Software Engineer.

About me

About me

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I am a dedicated and passionate Senior Software Engineer with a fervent passion for game development, honed over more than four years of diverse industry experience. My career has helped me in collaborating with renowned clients such as Manchester City, Spotify, Fnatic, and many more. My expertise spans mobile, PC, and console gaming, with a proven track record of delivering high-impact projects that captivate thousands!

Specializing in leaning-edge game engines such as Unity and Unreal Engine, I love creating immersive and engaging experiences. Having driven projects from concept to completion, I am adept at ensuring the highest standards of technical excellence and performance optimizations.

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Projects

Manchester City's The Ladder

Designed and developed an intense 1v1 experience from scratch, that reached 250k+ players and 50M+ impressions. Proactively resolved technical challenges to ensure excellent gameplay and maintain high player engagement.

Featured in EPIC Picks and was played by Manchester City's pro players.

Skills reinforced: game design, coding standards, and performance optimization.

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NASCAR Daytona

Co-developed the NASCAR Daytona experience, making use of Rocket Racing's capabilities to enhance fan engagement.

Featured in the big stage at a NASCAR event in the Dickies Arena!

Skills reinforced: UEFN physics, racing mechanic, tool implementations, project reporting, performance optimization.

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NASCAR Chicago Street

Co-developed the NASCAR Chicago Street experience, making use of Rocket Racing's capabilities to enhance fan engagement.

Held meetings with NASCAR's team to ensure the project's success, resolved technical difficulties, proactively resolved bugs, worked closely with designers, artists and QA, provided weekly updates to both the internal team and NASCAR's team.

Skills reinforced: UEFN physics, racing mechanic, tool implementations, project reporting, performance optimization.

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Beat Builder

A part of the production process for Beat Builder, which is Fortnite's first build-based rhythm game, that reached 130k+ players.

Identified roadblocks and developed key features in an agile environment. Worked closely with the design team and other engineers to meet deadlines.

Skills reinforced: agile development, feature development, problem solving.

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Spotify Wrapped Realms

A part of the process for creating an entertaining experience by gamifying the listening habits of Spotify Wrapped users.

Improved the existing codebase and optimized memory resources. Collaborated with Fnatic Esports.

Skills reinforced: memory optimization, collaborative development, creative coding.

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Speed Rivals

Designed and developed gameplay systems for a Play-To-Earn racing game applying ECS architecture and multiplayer networking with Photon Quantum.

Led a team of the designers, artists, and other developers, wrote efficient, clean, and maintenable code in C#.

Skills reinforced: coding standards, tool implementations, code reviews, weekly reports, stakeholder meetings, adaptability and flexibility.

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Outland Odyssey

Designed and developed gameplay systems for an ARPG Play-To-Earn game with over 10k+ downloads.

Collaborated closely with the designers, artists, and other developers, writing efficient, clean, and maintenable code in C#.

Skills reinforced: prototyping, coding standards, tool implementations, code reviews, publishing process.

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UE4Kids [ES]

Developed a video game focused on introducing kids to Unreal Engine, by creating different tutorials and visually engaging elements.

Worked closely with designers and artists to create a fun and engaging experience for the young ones.

Skills reinforced: game design, coding standards, and level design.

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Personal Projects

Swamp Survivor - DOTS/Burst

Developed a Vampire Survivors-inspired game using Unity's Data-Oriented Technology Stack (DOTS) and Burst compiler. Achieved high performance with thousands of on-screen entities, demonstrating proficiency in cutting-edge Unity technologies and optimization techniques.

Guayota's Land

Planning, design, and development of a 2D farming videogame prototype showcasing Canary Islands' culture and mythology.

AVTween

Designed and implemented a tweens plugin in UE4, to allow smooth animation transitions between keyframes in C++, exposing its contents to blueprints.

NBody Simulation

Simulation of a dynamical system of particles under the influence of gravitational forces.

Elevator System

An elevator system to use in games. Supports different kinds of behavior, such as: only movement, movement and gate control for N levels.

PewPew!

Recreated the classic Asteroids game, demonstrating proficiency in 2D game development and physics-based gameplay. A classic!

Spaceship - WebGL 3D Game Engine - C# and Blazor

Developed a WebGL-based 3D game engine in C# using Blazor, featuring custom shaders, dynamic lighting, and shadow rendering. Implemented core game systems including asset management, collision detection, and a flexible actor-based framework.

Toilet Clicker

Designed and implemented a web idle clicker game to enjoy in the most intimate moments.

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