HELLO I'M

Alejandro Ramos Game Developer

Unity Developer with a background in Digital Arts.
I specialize in bridging the gap between creative vision and robust technical execution.
Driven by a passion for clean code and continuous learning in Software Engineering.

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AlejandroRamos_GameDeveloper

About Me

I am a self-driven Game Developer with a unique blend of Software Engineering (CS50) and Digital Animation. My journey is defined by a constant hunger for technical growth and problem-solving.
I specialize in turning fragmented ideas into shipped products. Whether it’s architecting solo systems from scratch or stepping in as a Technical Lead to rescue team productions, my focus remains on clean C# code, efficient pipelines, and user-centric design. I don't just build games; I am constantly refining my craft as a Software Developer.

Portfolio

Flux_Game Web

Flux

Alejandro Ramos, November, 2025

A minimalist arcade study on game juice and player feel. I implemented custom screen-wrapping logic and dynamic player-growth systems. Focused on polish, high-score persistence, and satisfying gameplay loops.

TheLastPotato_Game Web

The Last Potato

Alejandro Ramos, October, 2025

Developed in 48 hours for the Unity 20th Anniversary Game Jam. I handled all aspects of production, from time-manipulation mechanics to system logic. Ranked in the #243 of the jam, demonstrating my ability to deliver a functional, fun experience under tight deadlines.

SpeedrunToDiabetes_Game Web

Speedrun To Diabetes

Alejandro Ramos, May - July, 2025

A fast-paced, ironic arcade experience where the player must collect items to reach a 'sugar rush' state. A solo-dev exercise in clean architecture and design patterns. Developed focusing on modular C# systems and scalable gameplay mechanics. This project served as a playground for implementing advanced programming patterns and rapid prototyping workflows.

Nara Tower Defense

Tlachi Games, July - August, 2025

Technical lead responsible for the recovery and release of the project. I integrated the full UI/UX system, implemented a 3-language localization pipeline, and managed the end-to-end deployment on Itch.io. I solved critical integration bottlenecks when the project faced team restructuring, ensuring a polished final build.

BlastForFun PC

Blast 4 Fun

Alejandro Ramos, July, 2024

A multiplayer toon-style project built in Unity, focused on playful, non-violent fantasy themes. Starting from a free Unity Asset Store environment, I expanded the prototype by integrating additional assets and refining core systems such as the UI, animations, and overall presentation. The project was originally developed as part of a scholarship application, which ultimately earned me a 50% award for Vancouver Film School's Game Design program in 2024. Although I couldn’t attend due to financial constraints, the experience was a valuable milestone in both design and development.

Súper Libia

Tlachi Games, March - April, 2023

Proposed and iterated game mechanics through mock-ups, collaborated with the art team on 2D animations, rigging, and VFX, designed and implemented the UI in Unity, balanced and documented game design, and conducted extensive playtesting with the dev team.

Skills

Game Design

  • Mechanics and gameplay design.

  • UI Design and implementation.

  • Mockups.

  • Game Balance.

  • Level Design.

Software

  • Unity

  • Unreal 5

  • Maya

  • Visual Studio 2022

  • VS Code

  • Adobe Creative Suite (Ps, Ae, Pr, Ai, Au, Ds & PT).

Programming Languages

  • C#

  • Unity Visual Scripting (Basic understanding)

  • Unreal 5 Blueprints (Basic understanding)

  • Python

Professional Focus

Contact me!