JESÚS PÉREZ · AKA OULTROX

Senior Gameplay Engineer

13+ years crafting games across genres and platforms, building the gameplay systems, enemy AI, scalable architecture, and tools behind them.

SPECIALTIES
Unity Gameplay Systems AI Behaviors Architecture Tool & Framework creation Peer-To-Peer Networking Game Feel Debugging & Optimization Data-Driven Design Rapid Iteration Construct
PUBLISHED GAMES

Shipped titles across mobile, web, and Steam.

A decade of released games, from rapid game-jam prototypes to live titles with millions of downloads.

Pit King gameplay

Pit King

Tower Defense made in a tight deadline!

A tower defense game built in 3 days for Ludum Dare 44, then polished for a web release. Features a demanding GUI and a cell-based grid system.

Tower Defense RTS Grid System
Waffle Smash: Diner Rush gameplay

Waffle Smash: Diner Rush

Massive match-3 game combining 2D & 3D

Helped lead core gameplay, UI, and data-driven tools built on Unity3D's Addressable System, using C#.

Unity3D Addressables C#
GrimCurse gameplay
Top 3 GitHub Game Off 2018

GrimCurse

Pokémon meets Time Crisis

I built its architecture, AI, and core gameplay systems, originally in Construct and later porting the project to Unity3D.

Construct Unity3D C#
CODE RED gameplay
Winner Kongregate Monthly Contest

CODE RED

Minimalistic platform action game

A fast-paced action platformer built in 3 days for Ludum Dare #37, featured across several web platforms and recognized with multiple awards.

Construct Platformer
Cubito gameplay

Cubito

Twin-stick arena 2D shooter

Built in C# with Unity3D. Featured on indie platforms including Itch.io, Newgrounds, and Kongregate, where it won awards and generated revenue.

Unity3D C# Twin-Stick
MiniGiants gameplay
1M+ Downloads

MiniGiants

Multiplayer arena battler

Implemented UI, AI, mobile APIs, and core game mechanics in Construct 2. As a gameplay engineer and design generalist, I delivered versatile features across multiple platforms.

Construct 2 AI UI
Guy Slashing Stuff gameplay
Winner Arcade Game Jam

Guy Slashing Stuff...

Samurai beat-'em-up made in a week!

A beat-'em-up action game built in one week for the Arcade Game Jam. Packed with fast-paced combat and a futuristic style, it went on to win the jam.

Beat 'em Up Action
Tranquil Cove gameplay

Tranquil Cove

VR horror game

Contributed development of this horror VR title on Steam. I refined FPS movement and GUI billboarding and fixed bugs that pushed it from Early Access toward full release.

Unity3D C# VR
Sucker Munch gameplay

Sucker Munch

Twin-stick biologic shooter

Play as a virus fighting to survive the host's antibodies in this intense twin-stick shooter. Built from scratch in 72 hours for Ludum Dare #38, blending fast-paced combat with strategic movement.

Twin-Stick Shooter
Sea Dragons gameplay
500k+ Downloads

Sea Dragons

Snake arena RPG

Led the implementation of UI, AI, quest systems, and core game mechanics in Construct for Nightsteed Games, including backend login with data synchronization and performance optimizations.

Construct Networking
WarCall gameplay
100k+ Downloads

WarCall

Battle royale arena warfare

Implemented UI, AI, mobile APIs, and core game mechanics in Construct for Nightsteed Games.

Construct AI UI
Samurai Madness gameplay
10k+ Downloads

Samurai Madness

Arcade samurai action

Led the implementation of UI, AI, mobile APIs, porting, and core game mechanics in Construct for Nightsteed Games.

Construct AI Porting
TOOLS & FRAMEWORKS

My own tools and architecture frameworks.

Open-source frameworks and engine experiments from my repositories, the systems that best represent how I approach modular, reusable gameplay architecture.

2.5D FPS Engine C#

2.5D FPS Engine

An experimental 2.5D FPS prototype in Unity3D focused on clean code and abstraction. Raycast-based movement, NavMesh AI, and a modular state-machine built on ScriptableObjects and interfaces.

Unity3D AI / State Machine ScriptableObjects
Raycast 2D Platform Engine C#

Raycast 2D Platform Engine

A 2D platforming engine in Unity3D using raycasting for collision and movement instead of the default physics. Adds shaders, a pixelated camera, and a ScriptableObject-based AI state machine.

Unity3D Raycast Physics Shaders
DumbInjector C#

DumbInjector

My own lightweight dependency-injection framework for Unity3D, built to improve modularity and reduce tight coupling. Integrated into my 2.5D FPS engine to keep the architecture flexible.

Framework Dependency Injection Architecture
Cross Scene Unmask GUI C#

Cross Scene Unmask GUI

A sub-module extension of the Scene Unmask tool adding cross-scene functionality via a custom tagging system, while preserving its core features and adding size/position fitting options.

uGUI Tooling Cross-Scene
SKILLS

Technical focus and production strengths.

Core Technologies

C# Unity3D Construct Godot 2D & 3D Addressables Photon Peer-To-Peer Networking ScriptableObjects

Systems Focus

Gameplay Systems AI / Behavior State Machines Data-Driven Design Dependency Injection Clean Code Layered Architecture SOLID

Production

Git GitLab Azure Jira Trello UI Implementation Mobile APIs Optimization Third-Party Integration SteamWorks Porting
ABOUT ME

Game creation isn't just my profession, it's my passion.

Hi! I'm Jesús Pérez, AKA Oultrox. I'm based in Santiago, Chile, though I spend a good part of my time in Spain too. I've been a gameplay engineer for over 12 years, building and designing games across a lot of genres, mostly in Unity3D and Construct, with a bit of Godot on the side.

I really enjoy taking on new problems, picking things up fast, and getting better with every project. When I'm not making games, I'm usually playing them, especially MMORPGs, shooters, and story-driven RPGs. A few favorites of mine: Guild Wars 2, the Batman: Arkham games, Metal Gear Solid, and Borderlands.

Jesús Pérez