

Alberto Vásquez
Alberto Vásquez
Indie Gameplay Programmer
Indie Gameplay Programmer
México City, MX
Available for work
Meet The Developer
Meet The Developer
4 years of Unity experience across 3 major titles, including a Y2K adventure indie game called Broken Reality 2000 and the multiplayer virtual-pet ecosystem Pumpets have shaped my approach to game development. I’ve built a path around turning complex features into clean, flexible systems that hold up under real production constraints. My work focuses on gameplay mechanics, AI behavior, and UI flows, with a strong specialization in building game systems supported by solid C#, Unity, and systems-driven design that keeps projects stable, modular, and easy to build on.
Stack
Stack
Languages
Languages
Experience
Experience
Mexico City, MX (Remote)
Freelance Unity Game Programmer, Upwork
2023 - Present
Created a WebGL multiplayer pet ecosystem in Unity with a custom Firebase REST backend called Pumpets. Constructed flexible AI and spawner systems supporting 20+ autonomous pets at 144 FPS, and implemented a reliable REST wrapper to support multi-user interactions. Delivered high-performance systems that enabled smooth WebGL–Firebase integration and stable gameplay under load.
Engineered WebGL-optimized spawner and queue system that enforces a 20-pet capacity, processes viewer spawn requests in order, registers unique pet IDs, and maintains 144 FPS through lightweight async polling.
Implemented full CRUD and a spawn-request pipeline through a custom Firebase REST wrapper, using a 2-second polling interval and consistently achieving under 5-second response times for viewer spawn requests.
Built an inheritance-based state machine and pet hierarchy supporting behaviors such as idle, breeding, bumping, hunting, and attack, delivering clean state transitions and a reusable framework across all pet types.
Mexico City, MX (Remote)
Freelance Unity Game Programmer, Upwork
2023 - Present
Created a WebGL multiplayer pet ecosystem in Unity with a custom Firebase REST backend called Pumpets. Constructed flexible AI and spawner systems supporting 20+ autonomous pets at 144 FPS, and implemented a reliable REST wrapper to support multi-user interactions. Delivered high-performance systems that enabled smooth WebGL–Firebase integration and stable gameplay under load.
Engineered WebGL-optimized spawner and queue system that enforces a 20-pet capacity, processes viewer spawn requests in order, registers unique pet IDs, and maintains 144 FPS through lightweight async polling.
Implemented full CRUD and a spawn-request pipeline through a custom Firebase REST wrapper, using a 2-second polling interval and consistently achieving under 5-second response times for viewer spawn requests.
Built an inheritance-based state machine and pet hierarchy supporting behaviors such as idle, breeding, bumping, hunting, and attack, delivering clean state transitions and a reusable framework across all pet types.
Mexico City, MX (Remote)
Unity Game Programmer, Dynamic Media Triad
2021 - 2023
Developed the full UI and AI systems for Broken Reality 2000, a Y2K-style adventure game for PC. Created modular, designer-friendly UI components, state-machine AI, and data-driven systems that improved iteration speed and reduced bugs. Partnered with designers to turn comedic concepts into functional, extensible gameplay systems.
Achieved a 100% reduction in UI-related bugs by developing an adaptable, Scriptable-Object-driven UI architecture that supports 4+ screen types and stabilizes production workflows.
Constructed an NPC AI system with 11+ unique behaviors using state machines, creating adaptive reactions to player actions and significantly boosting gameplay immersion.
Reduced AI predictability by 60% through a probability-weighted decision system designed in collaboration with the design team, resulting in more varied and engaging encounters.
Mexico City, MX (Remote)
Unity Game Programmer, Dynamic Media Triad
2021 - 2023
Developed the full UI and AI systems for Broken Reality 2000, a Y2K-style adventure game for PC. Created modular, designer-friendly UI components, state-machine AI, and data-driven systems that improved iteration speed and reduced bugs. Partnered with designers to turn comedic concepts into functional, extensible gameplay systems.
Achieved a 100% reduction in UI-related bugs by developing an adaptable, Scriptable-Object-driven UI architecture that supports 4+ screen types and stabilizes production workflows.
Constructed an NPC AI system with 11+ unique behaviors using state machines, creating adaptive reactions to player actions and significantly boosting gameplay immersion.
Reduced AI predictability by 60% through a probability-weighted decision system designed in collaboration with the design team, resulting in more varied and engaging encounters.
México City, MX
RTS AI Thesis Project
2020 - 2021
Created a real-time strategy game featuring a custom 6-layer behavior-tree AI, modular unit systems, and RTS player controls. Delivered a performance-optimized architecture that maintained 60+ FPS with 100+ active units while ensuring clean and extensible code across all core systems.
Optimized AI evaluation cycle with 20+ decision nodes and per-frame computation limits, coordinating enemy economy, defense, and offense in real time, reducing CPU overhead and preserving 60+ FPS during full-scale battles.
Designed a modular state-pattern unit framework, supporting movement, combat and task execution across 100+ active units, resulting in responsive controls with zero input-lag under heavy simulation load.
México City, MX
RTS AI Thesis Project
2020 - 2021
Created a real-time strategy game featuring a custom 6-layer behavior-tree AI, modular unit systems, and RTS player controls. Delivered a performance-optimized architecture that maintained 60+ FPS with 100+ active units while ensuring clean and extensible code across all core systems.
Optimized AI evaluation cycle with 20+ decision nodes and per-frame computation limits, coordinating enemy economy, defense, and offense in real time, reducing CPU overhead and preserving 60+ FPS during full-scale battles.
Designed a modular state-pattern unit framework, supporting movement, combat and task execution across 100+ active units, resulting in responsive controls with zero input-lag under heavy simulation load.
México City, MX (Remote)
Tec de Monterrey
2020
“Pixel by Pixel” Pixel Art Workshop
Taught pixel art techniques at a student-led Virtual Game Jam.
México City, MX (Remote)
Tec de Monterrey
2020
“Pixel by Pixel” Pixel Art Workshop
Taught pixel art techniques at a student-led Virtual Game Jam.
Education
Education
México City, MX
2018-2021
Bachelor’s Degree in Video Game Programming
SAE Institute
Studied game development, C# & C++ programming, game design, and technical art. Completed multiple game projects both individually and in teams.
México City, MX
2018-2021
Bachelor’s Degree in Video Game Programming
SAE Institute
Studied game development, C# & C++ programming, game design, and technical art. Completed multiple game projects both individually and in teams.











