7+ years in Unity, C#, and full-stack development. From multiplayer systems to custom .NET backends - I build games and the infrastructure that keeps them running. Already battle-tested with 8,000+ players.
Hi, I'm Miguel A. Lopez — a software engineer based in Winter Haven, FL with 7+ years in Unity, Unreal, and full-stack development. I prioritize pragmatic problem-solving and building from first principles - breaking complex systems down to fundamentals before architecting solutions. This approach has let me ship everything from ECS frameworks to procedural generation systems to real-time multiplayer backends.
Co-Founded War In Arms: Prime Forces, a 5v5 tactical mobile FPS that hit 50,000+ sign-ups organically. Led mixed teams through beta on mobile and desktop. Also architected 15+ modular systems for a networked horror game, cutting iteration time by 60% through data-driven design.
7+ years building gameplay systems, UI, and performance-critical code in Unity and Unreal Engine. Across mobile and desktop platforms.
End-to-end web application development - from database schema design through API architecture to the UI layer. I build backends that serve clean data to frontends that display it well. REST APIs for standard CRUD, WebSocket connections for real-time updates, and caching layers when performance matters.
Building the infrastructure that keeps multiplayer games and real-time apps running. Custom server backends that handle thousands of concurrent connections, state synchronization across clients, and the CI/CD pipelines that get code from commit to production with containerized deployments for consistency across environments.
Founded War In Arms: Prime Forces, a 5v5 tactical mobile FPS where players take on the roles of Operators in a Special Forces Unit. Think squad-based, strategic gameplay built for mobile from the ground up.
Designed and implemented a production-grade Entity-Component-System framework and procedural maze generation system for a networked multiplayer horror game using Unity and Photon PUN 2.
Collaborated with a sizeable team on the action-adventure game, "Curse of the Deadwood," formerly known as "Deadwood: the Forgotten Curse." My primary responsibilities encompassed front-end and gameplay programming.
First person shooter built in Unity with custom .NET C# backend. Generated over $250k in value through licensing agreements and garnered 450k+ views across its devlog series, with a total of 50k users waiting for the full release.
Immersive horror experience featuring atmospheric environments and psychological tension.
Internal staff platform providing centralized access to company documents, forums, and support channels. Built a comprehensive mobile app and custom CMS enabling staff and contractors to stay informed with latest company news and product information.
Curse of the Deadwood is a unique evolution of a twin-stick genre that allows for single or couch co-op play. Take control of two unlikely friends as they fight back hordes of wooden zombies. Work together to save the beautiful world of Knottington from the Curse of the Deadwood.
Built a scalable real-time kiosk content management system using SignalR enabling synchronized streaming of different content to 100+ concurrent museum and exhibition displays. Architected for low-latency updates across distributed TV networks.
Looking for a software engineer who can deliver high-performance solutions across platforms? Let's connect.