Building games and the platforms that power them. 7+ years shipping multiplayer systems, custom backends, and the infrastructure that keeps it all running.
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.
Looking for a software engineer who can deliver high-performance solutions across platforms? Let's connect.