Alejandro Lopez - Technical Designer

Alejandro Lopez

Experienced Technical Designer

About Me

I am a passionate Technical Designer with experience in AAA game development and a strong background in programming and game design. My expertise spans across various game engines and programming languages, allowing me to bring creative visions to life through technical implementation.

Download my CV

Skills

Technical Skills

  • C++ C# JavaScript
  • Unity CryEngine Unreal
  • HTML CSS
  • Spanish English

Soft Skills

  • Communication
  • Time Management
  • Problem-solving
  • Team Collaboration

Professional Experience

Cloud Imperium Games (2022 - Present)

Manchester (UK)

Star Citizen (PU)

Technical Designer

  • Design, create, and implement solutions for a AAA Online Massive Multiplayer game where the player can enjoy a smooth universe.
  • Work with CryEngine Custom and C++

Squadron 42

Technical Designer

  • Design, create, and implement solutions for a AAA single-player space adventure
  • Work with CryEngine Custom and C++

Stage Clear Studios (2021 - 2022)

Madrid (Spain)

Real Madrid CF Football Blast

Game Programmer

  • Prototyped and managed the programming team for a mobile soccer card strategy game
  • Worked with Unity, C#, Photon, and Playfab

Vancouver Film School (2020)

Vancouver (Canada)

Data Breaker

Game Programmer

  • Final Course project
  • 3D fighting adventure game where I created movement, camera, and combat from the player's perspective
  • Worked with Unity and C#

Galactic Mechanic

Game Programmer

  • Course team project
  • RTS game where you control the mechanic robots of a spaceship that is close to being destroyed
  • Worked with Unity and C#

Estudio Future (2019)

Madrid (Spain)

Unannounced videogame and Enterprise applications (VR)

Game designer

  • I designed and prototyped VR mechanics for an unannounced game
  • Worked with Unity, C#, in-house toolset and Oculus api

U-Tad (2019)

Madrid (Spain)

Human Horizon

Game designer and programmer

  • Final Degree project
  • 2D space simulation adventure where the player needs to explore the planets to obtain resources that allow him to continue
  • Worked with Unity, C#

Education

Programming for Games, Web and Mobile (VFS)

Vancouver, Canada 2020

Game Design Degree (U-tad)

Madrid, Spain 2015 – 2019

Business expert MBA (PowerMBA)

Online, 2021

Current Projects

Star Citizen (PU)

Cloud Imperium Games Technical Designer

Overdrive Initiative Watch on YouTube

As part of my team’s inaugural foray into PU development, we spearheaded the Overdrive Initiative, a five‑mission chain that culminated in a unique in‑game event.

  • Designing and implementing mission logic
  • Defining and integrating mission entities
  • Identifying and resolving bottlenecks in the mission‑designer pipeline and tools
  • Debugging critical issues to ensure stability
  • Balancing ship‑combat encounters for optimal gameplay

Alpha 3.23Watch on YouTube

Work on the implementation of the first creatures in the game and QoL imporvements.

  • Setting up harvestable resources on creatures
  • Creating a distinct variant entity for each creature
  • Modifying elevator panels to add a quick‑call interaction

CitizenCon 2954 (2024)

Helped bring the to life some of the demos showcased at CitizenCon 2954.

  • Defining AI behaviors and scripting of the AI Demo
  • Implementing mineable resources and harvestable fangs on sandworms

Alpha 4.0Watch on YouTube

Contributed to major gameplay and stability improvements on the Contested Zones..

  • Developing a new door mechanic requiring fuses that deplete over time
  • Fixing a bug that prevented proper player authorization for hospital rooms

Data Scripting Component Ownership

Spearheaded my team’s ownership of a core data scripting component, enhancing designer workflows.

  • Leading adoption and integration of the scripting component
  • Coding new scripting snippets to expand functionality
  • Improving interoperability between the scripting component and other systems

Alpha 4.1Watch on YouTube

Continued support with bug fixes and gameplay setup on Align and Mine world sandbox event.

  • Addressing critical bug fixes
  • Setting up the laser‑beam kill volume system

Work under NDA

Apart from the work I have done on Star Citizen patches, I am also involved on the design of multiple core tools and refactors that look to improve workflows and provide new functionalities to the designers.

Squadron 42

Cloud Imperium Games Technical Designer
  • Refactor and improve the existing visual scripting tool to unlock level design work. This ended up in a long term support of the tool providing new nodes and features that streamlined some of the scripting flow, quick prototyping and testmap creation
  • Spearheaded the implementation between the scripting system and the AI one
  • Prototyped and implemented unique puzzles
  • Came up with the first implementation of the QTEs
  • Supported first reveal video creation levels
  • Supported SQ42 live demo of CitizenCon 2954 (2024)
  • Created multiple testmaps to support interactable and AI teams

Previous Projects

Real Madrid CF Football Blast

Real Madrid CF Football Blast

Stage Clear Studios Game Programmer
  • First I received the task of take a game made by other company that client didn't like it and create a prototype of the requested game reusing as much as possible from the previous game.
  • After succeding in the first task, I was assigned to the development of the new game. Because of being the programmer of the preproduction phase, I ended up leading a team of 3 other programmers.
  • We successfully completed the development of the game for IOS and Android. Using functionalities from Playfab and Google Analytics.
  • Sadly the game didn't get the success expected and it was cancelled.

Data Breaker

Vancouver Film School Gameplay Programmer

As one of the programmers in this project I have work on:

  • Setting the character movement and input system
  • Created a custom camera system. I had the knowledge to use Cinemachine camera system but I wanted to take the challenge and learn how it works
  • I created a combat and combo system. This was connected with the camera system as I created a selected target camera mode

Galactic Mechanic

Vancouver Film School Gameplay Programmer

As the main programmer in this project I have work on:

  • Created an RTS unit selection system.
  • Implemented the units movement and the usables for them (places where a unit can occupy a slot to perform actions)
  • Created the behavior of the usables
  • Set up the UI canvases that allowed the designers to work with it
  • The game was time based, so I created a tool for the designers to set the events and their probabilities depending on the time

Human Horizon

Utad Gameplay Programmer and Designer

As one of the two devs of this project I have work on:

  • Ship control affected by the gravity of the planets of the game
  • Based on the previous point I have coded a prediction system that allowed to show with a line what would be the trajectory of the ship with current force and no input
  • Created the movement of the astronaut on the rounded planets
  • Created the movement of the drone and the resource capture mechanic
  • Coded the inventory system for the ship