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Registration: 27.07.2026

Rafael Ribeiro

Specialization: Unity Developer / Game Developer / Technical Artist
— 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.

Skills

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

Work experience

Game Developer / Technical Artist / Tools Programmer
since 06.2020 - Till the present day |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
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 existing architecture. ● Created ScriptableObject-based tools to simplify data creation and management. ● 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 technical and creative requirements.
Technical Artist / 3D Pipeline Developer
11.2021 - 01.2022 |MekaMiners
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.

Languages

PortugueseNativeSpanishIntermediateEnglishAdvanced