Hi, I'm Ismael Gutierrez Manjón, I'm a videogame developer and a gameplay programmer from Spain.
Since I was a child, I always wanted to know how everything around me worked, and nowadays this also could be applied to video game engines and gameplay programming.
When I was 18 years old, I started a degree in Software Engineering, but when I was in second grade, I realized that this didn't make me happy, and it was not what I expected. It was a difficult decision, but I left the degree and I started a new one, a degree in Video Game Design and Development.
I'm specialized in programming in Unreal Engine 4, C/C++, C#, Game Development, Gameplay and Engine Programming
I can be programming hours and hours without any rest, not because it's my job but because it's my passion.
In my professional life, day by day, I always try to improve my style of programming in an efficient way and learn new ways to do things easier and faster.
Little by little, I'm building my dream, and I hope that I can realize it
I worked, developing and implementing gameplay systems and features within Unreal Engine using C++, focusing on the implementation of features and bug-fixing to support other video game studios as a co-developer.
Projects:
- Suicide Squad: Kill the Justice League - Client: Rocksteady.
- Worked with Unreal Engine as a C++ Gameplay Programmer, developing new game features for Console video games and PC video games.
- Collaborated so closely with the game design team to ensure the new features match the expectations.
- Self-managing the task proposed within the new game features and checking their current state with the designers and producers.
Projects:
- WWE 2K Battlegrounds
- Wild Card Football
- Working in an embedded software project on Linux in the transport department for a company in Bilbao, working on stuff regarding transport cards.
I worked as a C++ Software Engineer in embedded software on Linux at the transport department for the T-Mobilitat project.
- Developing with the Qt framework to create the user interface.
- Participating in the programming and developing a solution-oriented approach to services, which communicates among them by a messaging broker.
- I was in charge of developing a new part of the architecture within my team for the project. For it, I have developed a middle layer of abstraction that links the core architecture with our needs.
- I was using concurrency programming to develop some parts of the architecture, where we need to attend to multiple tasks at the same time. For this, we are using the multi-threading programming support that Qt offers.
- Working with Qt event systems to create a system of messages together with our broker message system (Broker pattern).
- Using SQLite as a database to have a way to generate data persistence, together with an XML system.
- I was using other third-party libraries to define the messages in the broker or as support in other parts of software development.
- I was using some software design patterns to develop some parts of the architecture.
was working as an intern C++ programmer in an I&D for Virtual Reality with Unreal Engine 4.
- Establishing the software architecture of the project and the pipeline for working.
- Establishing the way to treat and receive different data from a database to UE4.
- Programming a wide variety of classes in UE4, using C++ and design patterns for them.
During the internship, I worked as a Unity Programmer.
I was working on the following tasks:
Gameplay programming 2D scroll videogame, taking over the complete project as a unique programmer.
Participate in programming menus on the App "Disfruta tu embarazo", published on Android and iOS. Doing tasks of montage and programming of functionality to them with NGUI.
Participate in programming mini-games on the App "Me van hacer un trasplante", published on Android and iOS. Being in charge of programming a digital blackboard where children can make their drawings and save them on their mobile phone.
Participate in publishing in different stores.