(919) 555-0141 ◇ Durham, NC
isadora.quintero@example.com ◇ linkedin.com/in/isadora-quintero ◇ isadoraquintero.com
Game developer with 7 years building gameplay in Unity and C#, credited on 4 shipped titles with 6 million combined players. Owned the combat and progression systems on a game that reached 2.1 million players and a 4.6 store rating, and cut the studio's iteration time on gameplay tuning from days to minutes with an in-editor tooling pass. Generalist by choice, which is what a 30-person studio needs.
Coursework in Game Programming, Computer Graphics, Algorithms, and Software Engineering.
Also completed a 40-hour course in game economy and progression design in 2023.
- Own combat and progression systems on a title that reached 2.1 million players and a 4.6 store rating.
- Shipped 2 titles across 4 years on PC and console, delivering 14 of 15 assigned milestones on date.
- Cut gameplay tuning iteration from days to minutes by building in-editor tools used by 6 designers daily.
- Built gameplay features for 2 shipped titles with 4 million combined players across mobile and PC.
- Reduced crash rate on a live title from 2.8% to 0.4% of sessions by fixing 30 defects ranked by player impact.
- Implemented the save and cloud sync system used by 1.5 million players with 0 data loss incidents.
- Built 3 prototype mechanics in Unity across a 12-week internship, 1 of which shipped in the final game.
- Fixed 45 bugs from the backlog and wrote 60 unit tests for the inventory system.
- Received 1 of 2 return offers made to 5 interns, and joined full time after graduation.
Combat System Ownership. Designed and built the combat system for a title that reached 2.1 million players, iterating through 40 playtests with designers. The final feel came from a tooling pass that let tuning happen in the editor at runtime.
Crash Rate Recovery. Took a live title from 2.8% to 0.4% crashed sessions by ranking 30 defects on players affected rather than on report count, which surfaced 3 rare crashes that hit a large share of long-session players.
Cloud Save System. Built save and cloud sync for 1.5 million players with conflict handling for devices going offline mid-session, and it has run with 0 data loss incidents since launch.
- Ship a small game jam entry about twice a year and publish the source for each.
- Mentor 3 students a year through a game development society at a local university.
- Speak at a Triangle area game developers meetup about twice a year on gameplay tooling.
- Lead the gameplay strand of a 30-person studio, coordinating 4 developers across 2 titles.
- Built the editor tooling now used daily by 6 designers across 2 titles.
- Mentored 3 junior developers to independent feature ownership across 4 years.

.webp)



.webp)


%20Which%20Should%20You%20Use.webp)