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Pedro R. Game Development, C++ and 3D Animation Platforms

My name is Pedro R. and I have over 3 years of experience in the tech industry. I specialize in the following technologies: Unreal Engine, 3D Animation, Video Editing & Production, Game Background & Environment, C++, etc.. I hold a degree in Bachelor of Arts (BA). Some of the notable projects I’ve worked on include: Motion Body Cam - Polar Fight Scene, Basic Third Person Shooter, Procedurally Generated Forest & Motion Capture Animation, Rough Draft of Upcoming Dragon Video. I am based in Los Angeles, United States. I've successfully completed 4 projects while developing at Softaims.

I am a business-driven professional; my technical decisions are consistently guided by the principle of maximizing business value and achieving measurable ROI for the client. I view technical expertise as a tool for creating competitive advantages and solving commercial problems, not just as a technical exercise.

I actively participate in defining key performance indicators (KPIs) and ensuring that the features I build directly contribute to improving those metrics. My commitment to Softaims is to deliver solutions that are not only technically excellent but also strategically impactful.

I maintain a strong focus on the end-goal: delivering a product that solves a genuine market need. I am committed to a development cycle that is fast, focused, and aligned with the ultimate success of the client's business.

Main technologies

  • Game Development, C++ and 3D Animation Platforms

    3 years

  • Unreal Engine

    1 Year

  • 3D Animation

    1 Year

  • Video Editing & Production

    2 Years

Additional skills

  • Unreal Engine
  • 3D Animation
  • Video Editing & Production
  • Game Background & Environment
  • C++
  • Game Prototype
  • Game Trailer
  • Video Game
  • Games
  • PC Game
  • 3D Rendering
  • Level Design
  • 3D Architectural Rendering

Direct hire

Potentially possible

Previous Company

Epic Games

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Experience Highlights

Motion Body Cam - Polar Fight Scene

All assets used were free from the Unreal Engine Marketplace. Animation created via Motion Capture Suits (from an animation course resource).

Basic Third Person Shooter

Basic Third Person Shooter Prototype - Simple AI for enemies with an Animation Blueprint that operates with Anim Layers (so animations can be swapped in and out depending on what the character does). Gun class built to provide Gun Children all the features they would need to operate (tracer rounds, sound effects, etc.) Assets used were purchased from CGTrader or the Unreal Engine Marketplace

Procedurally Generated Forest & Motion Capture Animation

Use of Unreal Engine's Procedural Environment tools to create background/environment. Mocap animation cleaned up and used on a Character from the Paragon library.

Rough Draft of Upcoming Dragon Video

All the assets used within this video are from the Unreal Engine Marketplace or Quixel Bridge. Environment was built by me and the blocking/staging was by me as well. The dragon didn't actually have an eyelid to make it "blink" -- The eyelids are literally 2 spheres cut in half and then rolled back at the same time. The Dragon master texture was sampled and used on the eyelids to hid this little gimmik. This is a blocking pass to get the timing down and to fix the scene up later (like add better trees, grass textures, etc). Still needs upcoming shots of the knight versus the dragon but I I'm happy with it so far. I did it for fun -- Will add more to this project over time.

Education

  • California State University, San Bernardino

    Bachelor of Arts (BA) in

Languages

  • English
  • Spanish

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