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King BCN 2019 - Present

Tech lead at Candy Soda BCN

  • Tech lead and line manager of a team of 6 developers

  • Regular 1:1 with developers of all roles (Junior, senior, backend)

  • Constructive feedback

  • Performance reviews

  • Work interviews, hiring decisions, probation period decisions, promotion business applications.

  • Coaching career growth of the developers.

  • Example of WoW, documentation, best practices to improve productivity.

  • Define with the team the main vision and pillars for long term.

  • Responsible of having a productive tech backlog that is aligned to our team's vision.

  • Coordinate with production the capacity of dev team to handle current and upcoming features.

  • Long term feature plan.

  • Developed tech initiatives to improve productivity.

  • Delivered long term features in multiple slices. Made a realistic plan. Coordinate dependencies, its progress and integration. Support ab testing for each slice.

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King BCN 2017 - 2018

Sr dev at Live games

  • Developing new features for life games to improve important KPIs

  • Exhaustive plan to visualize the expected outcomes and deliver dates.

  • Tech analysis, performance comparison of different systems to choose the best option. Example: adoption of the most suitable EventSystem for our needs.

  • Developed improvements for the level editor (React library).

  • Feature lead of a small dev team (3-4 devs).

  • Mentoring, helping, introducing the project to interns, juniors, and regular devs.

  • 1:1 meetings with juniors and regular devs of the team. Collaborated in performance reviews.

  • Close mentoring a QA analyst about learning programming for 6 months.

  • Prepared and presented master classes of technical topics.

  • Communicate regularly to dev team about C++ boundaries, tips, tricks, best practices.

  • Improved my soft skills by completing trainings (link)
  • Worked with Git, Visual Studio, Android Studio, XCode, PyCharm, PyQT.

  • Developed for Android and IOS platforms.

  • Learned Python and Kotlin programming language.

King BCN 2016

Sr dev Unity3D at unannounced casual game

  • Working with Unity3D and C#, prototyping, and production of a casual game.

  • Developed gameplay, UI, and core mechanics.

  • Implemented concept designs with fast prototyping.

  • Assisted in various soft skill training.
  • Collaborated in game design, pitching, brainstorming.

Ubisoft montreal 2015

UI game developer at Rainbow Six Siege

  • Cross craft communication with gameplay team, online, design, artists and leadership.

  • Delivered high-quality code with performance and results. 

  • Developed long term feature, the main hub of the game. Close coordination with tech leader to develop scalable and easy to use API for other developers.
  • Helping and advising junior developers about best practices and coding standards.

Ubisoft Montreal 2011 - 2014

Gameplay developer at Watch Dogs

  • Worked in WatchDogs, for three years, throughout all the lifecycle of this project. From the proof of concept, all the E3 delivers, Alpha, Gold Master build, first patch and post release support.

  • Constantly in contact with game designers, level designers, senior developers, technical architects and leadership.

  • Learning the processes, modules and best practices on the game dev industry.

  • Delivered features in time. Clear objectives for every milestone.

  • Performed high with focus and intensity. I proved maximum performance in important milestones.

  • Created and main owner of the following gameplay features:

    • Inventory and items.

    • Reward system, civilians reward distribution.

    • Collectibles.

    • Pickup items.

    • Music player and music collection.

    • District areas.
    • Player reputation system.

    • Highlighting NPCs.

  • Worked with C++, C# for tools, and LUA for scripting support.

  • Worked with Perforce, Visual Studio, and the internal game engine.

  • Worked with a wide catalog of internal tools for localization, serialization, and database.

  • Provided support for game designers and level designers through LUA scripts.

  • Worked with AI behavior trees.

© 2017 by Alberto Mila Diaz. Proudly created with Wix.com

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