September 1, 2017 -
March 1, 2019
Mobile @ Celerative
A fitness iOS App that manages workouts, training plans, gym class schedules, media content, etc. 175k MAU, 25k DAU and growing, with a historical 99.9% crash free rate. The app talks to a REST API to display videos, images, etc. It connects to heart rate monitors using Bluetooth and it talks to HealthKit, Firebase, and other tools.
Among my tasks and responsibilities, it's worth mentioning:
- Designing the iOS app architecture.
- Leading the iOS team.
- Core features implementation, like Bluetooth connection with HR monitors and Store integration.
- Building the CI environment through Fastlane Scripts and Bitrise integration.
- iOS dev center certificates and provisioning profiles handling.
- Quick and Nimble
July 1, 2012 -
December 1, 2016
Mobile @ Bake450
Built and published several native iOS titles in Objective-C and multi-platform games using Unity3d and C#. I was involved in all aspects of development: architecture design, core-gameplay features, reusable framework tools, UI, publishing to Apple and Google Play stores, etc.
Some of the tasks I was involved in include:
-A p2p synchronization mechanism for a Real-Time online racing game.
-Several state machine mechanisms for turn based games.
-An animation importer to use 3DStudio 2d animations in Cocos2D.
-An automatic JSon persistence solution using c# attributes.
-A Google sheets-to-Unity3D data importer and a code generator to create classes and bring static game entities into unity3d by pressing a button.
Objective-C, Cocos2d, C#, Unity3d, Photon Networking, StrangeIoC.
November 1, 2011 -
November 1, 2012
Mobile @ Globant
Project architecture design, definition and installation of coding styles and best practices, code reviews, developer mentoring, reusable components building, etc. I designed the system architecture and led a team of 5 people to build Rumble Kitten, an iOS game using Cocos2D mixed with UIKit.
Objective-C, UIKit, Cocos2D.
December 1, 2009 -
December 1, 2011
Mobile @ Nextive Solutions
As Tech-Lead I organized work among team members, did memory management analysis and improvements, 3rd-party SDKs integration, In-app Purchases integration, custom persistence solutions, asynchronous communication, etc. I worked in projects for top companies in the social gaming industry and coded several key features for games that reached the top 10 in the App Store, Ranking and Grossing.
Native iOS projects: Mobsters Mobile, Crime City, Sorority Life, Social City, Monster Galaxy
Objective-C, UIKit, Cocos2D.
April 1, 2007 -
December 1, 2009
Back End - Game Development @ LIFIA
*R&D in web engineering.
*R&D in Games and Entertainment Industry (ID-Interactive).
I studied theoretical concepts of casino games and how to extend them to integrate smaller games in a seamless way using C++. As a result of these studies, a new concept named "side game" was introduced into the company's set of technologies (patents are pending).
*C++ Developer and PM (ID-Interactive)
I extended a slotmachine game platform by introducing a framework that allows the integration of new functionalities, smaller games, into existing games. Several prototypes were developed during almost a year. In the last months of this project I managed two junior C++ developers and helped develop game extensions.
During 5 months I explored the iPhone platform and developed a series of small prototypes to evaluate iPhone technologies. Particularly, cocos2d was explored in conjunction with chipmunk as a physics engine. I submitted a small test application to the app store to learn about the process.
Smalltalk, C++, Objective-C, Seaside, UIKit, Cocos-2d.