IGNACIO MARÍA MUÑOZ MÁRQUEZ

Senior Game Programmer
Badajoz, Spain (CET) | hello@blugart.dev | blugart.dev | LinkedIn | GitHub

Professional Summary

Senior Game Programmer with 6+ years of experience shipping games across PC, Nintendo Switch, PlayStation, and Xbox. Specialist in project rescue, multiplayer systems, and performance optimization. Proven ability to lead technical recovery efforts—promoted from UI developer to Lead Programmer during team collapse, built multiplayer system from scratch in under one month, and shipped 40+ updates during crisis period. Combines deep technical expertise with pragmatic problem-solving to turn challenging situations into shipped products.

Technical Skills

Game Engines: Unity (Expert), Godot
Languages: C#, C++, GDScript, Rust, Python
Multiplayer: Netcode for GameObjects, Mirror, Steamworks
Optimization: Profiling, pooling, LOD, memory mgmt
Tools Dev: Unity Editor extensions, pipeline automation
DevOps: Plastic SCM, Git, Unity Cloud Build
Platforms: PC (Steam), Switch, PlayStation, Xbox

Professional Experience

Lead Programmer 2024 – 2025
Hometopia — Multiplayer Home Decoration Sandbox
Remote | Promoted from UI Developer

Led technical recovery after team collapsed from 15 to 5 people during Early Access.

  • Built multiplayer system from scratch in under one month after assigned developer failed to deliver, implementing Unity Netcode for GameObjects with Steamworks integration supporting thousands of synchronized objects
  • Eliminated memory-related crashes through systematic optimization: object pooling, LOD streaming, texture atlasing, and material consolidation
  • Architected deterministic Undo/Redo framework with command pattern for reliable state management in complex building mechanics
  • Shipped 40+ updates during recovery period with zero critical regressions; created editor tools for designers and coordinated distributed team across US, EU, and Asia
Technologies: Unity, C#, Netcode for GameObjects, Steamworks, Steam Workshop API, Plastic SCM, Unity Cloud Build
Gameplay Programmer 2021 – 2022
Fleet Commander: Pacific — Turn-Based Naval Strategy
Remote | Designer: Philippe Thibaut (Europa Universalis)

Rescued naval strategy game after previous developer departed; primary programmer through Steam Early Access launch.

  • Rescued abandoned codebase with no documentation and broken references—established stable foundation before implementing new features
  • Implemented turn-based multiplayer using Mirror with Steam matchmaking, solving serialization challenges that initially broke save/load across network
  • Architected AI fleet command system with strategic positioning, target prioritization, and engagement logic—players reported AI "felt like a real opponent"
  • Built designer iteration tools enabling rapid balance adjustments without code; smooth performance with 40+ ships in simultaneous battles
Technologies: Unity, C#, Mirror, Steamworks, Custom editor tools

Professional Experience (Continued)

Tools & Systems Programmer 2020 – 2021
HPL: Nyarlathotep Rising — Lovecraftian Narrative Adventure
Remote | Team: 5 people

Full-stack programmer shipping narrative-driven Lovecraftian adventure to Steam.

  • Architected node-based visual narrative editor for writers to create branching dialogue without code—condition expressions, variable tracking, and in-editor preview
  • Built runtime narrative system handling multi-protagonist state, branching consequences, and flow between story segments
  • Designed save/load architecture with full state serialization, multiple slots with data isolation—critical for narrative game resumption
Technologies: Unity, C#, Custom editor tools, Narrative systems
Gameplay Programmer (Internship) 2018 – 2019
Epic Chef — Cooking Adventure Game
Platforms: PC, Nintendo Switch, PlayStation, Xbox

First shipped title contributing to multi-platform game development and release.

  • Implemented cooking battle mechanics including ingredient combining, scoring systems, and player feedback
  • Developed farming system features for planting, growing, and harvesting cycles
  • Shipped code across 4 platforms, learning multi-platform requirements and performance budgets; integrated QA feedback through polish cycles
Technologies: Unity, C#, Multi-platform development

Key Achievements

Achievement Impact
Multiplayer System Delivery Built from scratch in <1 month, supporting thousands of synced objects
Team Crisis Recovery Maintained shipped product through 70% team reduction (15 → 5 people)
Performance Optimization Eliminated memory crashes in production game through systematic profiling
Tools Impact Enabled non-programmers to create complex content independently
Multi-Platform Shipping Contributed to title released on 4 platforms (PC, Switch, PS, Xbox)

Shipped Titles

Hometopia PC (Steam Early Access) — 2025
Fleet Commander PC (Steam Early Access) — 2022
HPL: Nyarlathotep PC (Steam) — 2021
Epic Chef PC, Switch, PS, Xbox — 2019

Additional Information

Languages: Spanish (Native), English (Professional)
Availability: Remote positions & consulting
Time Zones: CET, flexible for US/Asia overlap
References and additional work samples available upon request