10/04/2026 updated

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Principal Engineer & Consultant | AI Systems, Game Development & Backend Infrastructure

Paiporta, Spain
Only remote
School of Hard Knocks
Paiporta, Spain
Only remote
School of Hard Knocks

Profile attachments

cv.pdf

About me

I'm a hands-on principal engineer with 30 years of experience, from RuneScape and Mortal Kombat 1 to production AI systems. I help teams solve difficult engineering problems and ship reliable software. Based in Spain, working remotely, with a direct, collaborative approach.

C++ (Programming Language)Video Game DevelopmentGame EngineTypeScriptRust (Programming Language)React.jsBackendReact NativeUnreal EngineArtificial Intelligence Markup Language (AIML)
AI Engineering & LLM Integration
Production-depth LLM integration including streaming tool use, prompt caching, structured outputs, multi-provider routing, RAG and agentic memory with pgvector and hierarchical retrieval, eval harnesses and LLM-judge pipelines, voice (STT/TTS) loops, and multi-agent orchestration.

Game Development
Extensive experience with Unreal Engine C++, Unity ecosystems, proprietary engines, ECS, deterministic simulation, gameplay systems, and networking. Shipped titles including Mortal Kombat 1 and work on The Witcher 4.

Backend & Infrastructure Engineering
Deep expertise in TypeScript/Node, Python, Go, Rust, Java, and C++; gRPC microservices; Postgres and Redis; Docker and Kubernetes; AWS; CI/CD pipelines; and atomic deploy systems.

Rust Systems Development
Authoring of multiple production-candidate Rust systems including a voxel-world substrate, a native Git LFS transfer agent, a cargo action-capture tool, and a Linux terminal workspace fork, all with verified acceptance gates and public repositories.

Agent Platform & Orchestration
Design and delivery of a proprietary AI agent-orchestration platform used to ship two commercial products end-to-end, including EU regulatory compliance tooling for live merchants and an adaptive AI learning product.

Technical Leadership & Architecture
Architecture ownership, team leadership and mentoring, stakeholder communication, and lean process management across multiple engineering disciplines including frontend, backend, AI, and Unreal systems.

CI/CD & Evaluation Systems
Building CI-integrated eval harnesses, adversarial review pipelines, quality-gate machinery, and repair-loop systems for both AI and software delivery contexts.

Cloud & DevOps
Hands-on experience with AWS, Docker, Kubernetes, atomic deployment strategies, multi-cloud storage, and dependency-backed acceptance and provenance attestations.

Voice & Multimodal AI
Implementation of voice-native AI applications using Deepgram and ElevenLabs voice loops, synchronized voice architectures, and generative UI within production applications.

Experience

Professional experience10+ years
Freelancer since2000

Languages

EnglishNative speaker

Project history

Lead AI Engineer

Confidential AI narrative gaming startup
Replaced the production backend solo with a parity-tested, mutation-tested, Zod-contract-first TypeScript engine; built surrounding Python/Go LLM infrastructure, atomic deployment, streaming tool output, and CI evaluation systems. Reduced staged-generation latency by 40%+ through prompt caching and safe parallelism.

Principal Engineer & Consultant

Tamed Tornado
Independent consulting and product work across production AI, agent systems, software architecture, and delivery assurance. Built the orchestration, evaluation, adversarial review, quality-gate, and repair-loop machinery behind public systems and assurance work.

Expert Engineer

CD Projekt Red
Gameplay systems on The Witcher 4 in Unreal Engine 5; prototyped internal AI tools.

Principal AI Engineer & Consultant

Fundamental Games
Built Fracasse/Chandler, an audio-to-edited-book AI system, and led Visionary, an interview-to-design-to-agent-implementation platform on AWS. Delivered backend systems for Empyreal and led cross-functional engineering, architecture, CI/CD, and monitoring across frontend, backend, AI, and Unreal systems.

Technical Director

The Multiplayer Group
Shipped Mortal Kombat 1; led multiple engineering teams across architecture, review, mentoring, and stakeholder delivery.

Lead/Technical Director and Principal Engineer

Various (Generate Technologies, Firesprite, NVIDIA GameWorks, Gamerizon, Jagex)
Lead and principal roles across multiple companies; shipped high-performance engine, rendering, backend, build, and CI systems across C++, Java, Python, Unreal, and proprietary stacks. Led the core RuneScape engine team and high-concurrency mobile server architecture; modernized NVIDIA GameWorks build systems and toolchains.

Portfolio


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