Admor Aguilar

Game Developer (Unity, Unreal)

Done Projects for PC, Mobile (Android/iOS), VR/AR.
Scalable Architectures, Optimization, UI, Gameplay.

Currently a Game Developer @ Voodoo.io in Paris, France 🇫🇷

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CV

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Experience

Technical Lead / Team Lead

All Aboard Learning | Oxford, United Kingdom
2022 - Present

Leading a team of 6 people responsible for creating an app using UNITY that teaches kids to learn how to read. Leading the team using AGILE methodologies: Standups, Sprints, Reviews

  • Also serving as the technical director for the various software that the company is creating. With the role ranging from guiding the technical architecture of a product, integrating different technical solutions depending on the needs such as Analytics, CI/CD, Automation, advising on how to best approach technical problems encountered by developers
  • Working directly with the CEO in order to continuously evaluate and guide the direction of the company.
  • Reporting directly to the CEO about different topics such as team health, team focus, team progress in relation to the company objectives.
  • Supporting and developing people with their personal well-being or career development needs; working with them through 1:1s or on a daily basis.
  • Spearheaded the implementation of measurable performance anywhere in the company from products to people in the form of meaningful KPIs and OKRs.
  • Handling office needs such as office equipment, or people needs whether software or hardware.

Keywords: unity, agile, scrum, kpis, okrs, studio, technical, director

Game Developer

Voodoo | Paris, France
2021 - 2022

Using UNITY, focused on optimizing multiple games for low-end hardware so that they can run as fast and stable as possible. .

  • Being data-driven by the usage and analyzation of big data across 100+ games in order to guide the direction of a product for maximum business impact.
  • Conducting AB Tests on games with large playerbases that can reach up to 1 million DAU and above.
  • As Voodoo is a publisher, work with multiple external studios in order to advise them on the right features or steps to take to maximize their games potential on the mobile market.
  • Work with multiple internal teams for researching and developing technical solutions that can lead to big business results.

Keywords: unity, analytics, big data, ab tests, large playerbase, performance, android, ios, publishing, C#, hypercasual

Lead Unity Game Developer

David Morgan Education | Oxford, United Kingdom
2019 - 2021

Using UNITY, Working closely with the development team to create a platform to teach kids of age 3-6 to read through various mini-games.

  • Lead a team of 3 developers by handling the direction of the team for maximum output, leading the technical direction of the product, enforcing AGILE practices, conducting performance reviews, and communicating about timelines and ideations to the CEO and the Team Lead.
  • Entrusted by the Team Lead and the CEO, created crucial and SCALABLE FRAMEWORKS/TOOLS to help build mini-games fast and efficiently.
  • Analyzed the app to do the OPTIMIZATIONS needed for it to run smoothly across ANDROID and iOS. Greatly increasing the performance by 70%.
  • Managing deployment of builds to Google Play Store, and Apple App Store.

Keywords: unity, frameworks, performance, google play store, apple app store, android, ios, C#

Unity Game Developer

David Morgan Education | Oxford, United Kingdom
2018 - 2019

Lead Technical Developer

MyHomespace Inc. | Manila, Philippines
2017 - 2018

Using UNITY, Responsible for the creation from scratch of their 3D online social mobile app in resemblance of AltSpaceVR and VRChat. It took 1 month to make the prototype, with product changes and polishes extending it to 5 months.

  • Implemented ONLINE connectivity with full 3D environment navigation, voice chat, and user account creation.
  • Heavily OPTIMIZED the app for it to work even on low-end iOS and ANDROID hardware.
  • Overlooked and taught interns with different skillsets (Art, Programming, Audio) about the game development process.
  • Overlooked the creation of assets used in the app to make sure that they were game-ready before using them.

Keywords: unity, online, 3D, backend, optimization, ios, android, team management, C#

Technical Developer Intern

Secret 6 | Pasig, Philippines
2017

  • Worked with a team of 15 people on a project for ANDROID and iOS.
  • Created multiple mini-games from scratch (GAMEPLAY, UI, OPTIMIZATIONS, and UX) using UNITY.

Keywords: unity, android, ios, gameplay, ui


HELLO!

The name's Admor! Learning is my passion especially in the field of computers and game development. It enables me to deliver better solutions for the current project at hand and for the coming ones. I'm always eager to try out new technologies whenever given the opportunity.

I shine best with teams, but could also do things alone

I've done couple of projects alone for learning, but through my years of experience I've seen that I've excelled more in teams. Two heads are better than one, bouncing off ideas with a colleague works wonders! Here's my current tech stack:

  • 🎮 Game Engines: Unity, Unreal
  • 📦 Platforms: PC, Android, iOS, VR/AR
  • 🎴 Frameworks: .NET, ASP.NET, Flutter, React, NodeJS, Photon, Jekyll
  • ⚙ Services: Amazon AWS, Google GCP, Microsoft Azure
  • 👨‍💻 Language: C#, C++, Dart, JavaScript, HTML, CSS
  • 🔧 Tools: SourceTree, Git, Amazon Lightsail
  • 📂 Database: NoSQL (MongoDB, Amazon DynamoDB)
  • 🚚 CDN:: Bunny, Amazon Cloudfront
  • 🎴 Frameworks: .NET, ASP.NET, Flutter, React, NodeJS, Photon, Jekyll
  • 💵 Monetizations: Google AdMob
  • 🗃 Project Management: Notion, Jira, Trello, GSuite, Airtable, Slack
  • 🛠 Programming Patterns: MVC, Dependency Injection, ECS, Component-Based, Strategy, Singleton
  • 🕹 Game Genres: 2D, 3D FPS, 3D TPS, Hypercasual, Fixed Camera System (ala Resident Evil), Puzzle, Horror

I love learning, and working with multiple technologies!

I have projects done for different platforms. I love to tinker around different platforms and see the different nuances they have to develop for them. I'm not a know-it-all, but it's alright because it means there's always more to learn!

❔ A little trivia:

Back in 2014, I once ported a first-person horror game of mine called 'Lost - A Horror Experience' to the Oculus Rift DK1. At that time VR is still very new, I clearly remember the alien looking case for it!

On my free time, I always tend to consume readings and courses about new technologies. Currently I'm learning web development, virtual and augmented reality, and the Japanese language, if I wanna take some break from professional game development.

Keywords

Unity, C#, Scalable Architectures, Optimization, UI, Unity Editor Tools, Gameplay, AGILE, SCRUM, KPIs, OKRs, Studio, Technical, Director, Analytics, Big Data, AB Tests, Large Playerbase, Publishing, Hypercasual, Frameworks, Performance, Google Play Store, Apple App Store, Android, iOS, Online, Photon Networking, 3D, Backend, Team Management, UX, VR, AR


Projects

CHAOS

Solo Personal - 2022

A currently on-going passion project done in UNITY meant to explore new ways of making a modular codebase.

  • This project is OPEN-SOURCE, feel free to dive through the code below.
  • Meant for mobile devices: Android and iOS.
  • Done in: Unity, C#
  • The project was done from scratch meaning from conceptualization, prototypes, and then to what it is now.
  • It was meant to create a simple game in my past time, but mostly to enhance my skills on creating simple yet really modular systems.
  • At the moment, the game has many systems ranging from a Behavior Tree-like to handle the game flow, Data Serialization with Versioning, Weapon System, Inventory System, Upgrades System, and many more...
  • Other systems planned are Accounts (for Cloud Save), Custom Online Leaderboards (with its own backend), Game Economy, Shop, etc..

Mob Control

Voodoo.io - 2021

A hypercasual game coming from Voodoo. My contribution was focused on optimizing the game for lower-end devices.

  • This project is for mobile devices: Android and iOS.
  • Done in: Unity, C#
  • My main focus here was to optimize the game for lower-end mobile devices as it was lagging heavily especially on Android.
  • I've applied are time-slicing the behaviors of the 'mobs' so that we only process a certain amount of mobs per frame instead of processing them all at once everytime.
  • I've also changed the mobs from 3D skinned meshes to sprites when there's a low-end device in order to save on rendering performance.
  • The game was also using a realtime water shader before for the background, what I did instead is to just swap it with a material with a texture that's scrolling. This saves a lot of rendering performance and I think we don't need realistic water anyway as the water isn't moving much in the background.

VirtualHole - A hololive Fan Mobile App

Solo Personal - 2020

A hololive fan mobile app done in Flutter, I did it in Unity before...

  • This project is OPEN-SOURCE, feel free to dive through the code below.
  • Meant for mobile devices: Android and iOS.
  • Done in: Flutter, Dart, C#, ASP.NET, MongoDB, Bunny CDN
  • Previously done in: Unity, C#, Amazon DynamoDB, Amazon Cloudfront
  • This was a passion project back when I was a huge fan of hololive VTubers, and so I thought about making an app solely for viewing the different VTubers of hololive.
  • Previously after I did the concept and UI mockups for the app, I've decided to use Unity to build the app. Unfortunately, as I continue to build, the more I realize that Unity is just really an overkill for this type of app as I ran into many issues. First is that Unity UI doesn't feel native, and also doesn't perform like native which makes sense. I've ran into issues where as I continue to use the app my phone just heats up really bad, and the experience is just laggy as I scroll through many videos. That's when I decided to use another framework instead and that was Flutter; which I learned from scratch just to create this project.
  • Learning Flutter meant I need to learn Dart, the language it uses for scripting. As I build the app in Flutter, all the issues I've encountered in Unity were solved resulting into the app that you're seeing on the video.
  • It's also worth to know that this app is connected to a backend, I've built a backend with MongoDB as its database (to store video and VTuber metadata), and Bunny as it's CDN for some images and dynamic data in the app. I've then deployed this backend to a VPS that I own.
  • Aside from the backend, I've also created a scraper which scrapes VTuber data (video metadata: live videos, scheduled videos, archives, etc., creator metadata: VTuber profile picture, social media numbers like YouTube views count) from various sources. This scraper runs on my VPS 24/7 gathering and pushing data to my backend server.
  • This app is actually still live right now and still connected to my backend server, and you can use it by installing the APK for it on your Android device for your own testing. The only problem is that I stopped the scraper, but I can bring it back again if I want to.

All Aboard - Educational Reading App / Poop Deck

David Morgan Education - 2018 - 2020

An educational app meant to teach kids how to read through a series of curated mini-games per daily lesson.

  • Meant for mobile devices: Android and iOS.
  • Done in: Unity, C#, Unity Analytics
  • For this project, I was the tech lead for the games-side. I laid down the architecture for the minigames so that creating and updating minigames is easy and modular. This meant creating the specs and foundations for the macro-architecture of the games down to some foundational tools such as a Behaviour tree-like system to handle flow, different UI systems, scoring, etc.
  • As I was the tech lead, I've also handled 3 developers who we're working with me on the games side. My management style is autonomous, meaning I let them pick what they think is making sense they should work on and also advise them on how to approach certain problems. Aside from that, I also handled our project management tools to ensure that they can just focus on doing the specific features, bugs, or tasks they're tackling on. Other responsibilities of mine as a tech lead are communicating to the CEO about timelines and ideations, conducting performance reviews, and leading the technical direction of the product.

Homespace - Demo / Project A

MyHomespace Inc. - Dec 2017 - May 2018

A metaverse-like 3D online app, before metaverses weren't still a cool buzzword from Facebook (or rather Meta).

  • This project is OPEN-SOURCE, feel free to dive through the code below.
  • Meant for mobile devices: Android and iOS.
  • Done in: Unity 2018, Photon Unity Networking, Gamesparks Backend (Accounts), Agora Voice Chat
  • It's an online-only app that features real-time 3D movement, user account management, cloud save, and voice chat.
  • I was responsible for its creation from scratch to release, did everything except for the conceptualization of the product as this was done for a tech startup and not a personal project.
  • This required a lot of optimizations from the app's startup to long up-times as mobile devices are generally weaker than PCs.
  • The app's backend services are already taken down, and gamesparks is also shutting down too, but I did a mock of the backend for the app and so now it still can work even offline for a little bit of tour. UI scaling might be broken though for newer devices.

OilMan!

Voodoo.io - 2021

A hypercasual game coming from Voodoo. My contribution was focused on optimizing the game for lower-end devices.

  • This project is for mobile devices: Android and iOS.
  • Done in: Unity, C#
  • My main focus here was to optimize the game for lower-end mobile devices as it was lagging heavily especially on Android.
  • I've applied optimization techniques such as dynamic and static batching. Also cleaned up the project by removing post-processing that was present but isn't actually used.
  • I've also optimized a lot of game-specific code to use as less resources as possible.
  • All this effort brought the game from 7-12FPS to a stable 30-45 FPS even on low-end.

World of Numbers

Solo Personal - Apr 2018

  • This project is OPEN-SOURCE, feel free to dive through the code below.
  • Meant for mobile devices: Android and iOS.
  • Done in: Unity 2018, Gamesparks Backend (Accounts, and Leaderboard)
  • Features online connectivity such as global leaderboards, user account management, and cloud save.
  • Responsible for everything in the game: design, programming, art, music, etc. Prototype took 3 days to make, extra polish and online features extended the project for about a month.

After Image Remastered

Team FROLIC - Apr 2017

A third person action-adventure game about a dead man who had been revived using cybernetics by the mysterious Agaran Industries.

  • This project is OPEN-SOURCE, feel free to dive through the code below.
  • Done in: Unreal Engine 4 using C++ and released for PC.
  • Project took 3 months to make with a team of 8 people for our second college thesis project.
  • Responsible for making tools such as an event system that could be used for decoupled communication between objects. The tool could also be used through Unreal's Blueprint hence empowering our designers.
  • Responsible for general parts of the game such as design, narrative, UX, and cinematics.

ProjectBREACH

Team FROLIC - Oct 2016

A first person hacking game in order to unravel the truth about a shady corporation.

  • Done in: Unity 5 and released for PC.
  • Project took 3 months to make with a team of 3 people for our first college thesis.
  • Responsible for Core Gameplay, Input, Audio, UI, UX, Tools, and Cinematics Programming.
  • Responsible for Character system, Weapon system, Input system, Audio soundscapes, UI systems, Custom sequencer for cutscenes.

Education

BSc Information Technology Specialized in Game Design and Development

De La Salle College of Saint Benilde
2013-2017

  • Created personal projects that were eventually used by the school to market the course across and outside the country.
  • Attended UNITY, and UNREAL seminars with speakers coming directly from Unity Technologies and Epic Games.
  • Consistent Global Game Jam participant, a 3-day event usually held around Q1 of the year.
  • Honorable Mention Graduate, Consistent Dean's Lister.

More Projects

[drive ニギ゠] Megiapa - ♥u&cym

An animated music video created in 2 weeks from conceptualization to finish for Unity Neon Challenge.

  • Done in: Unity 2018.
  • A project for fun, was responsible for everything from conceptualization to finish which was also lightly edited on a video editing software for final touches.
  • This project required different optimization techniques to run smoothly at 60FPS such as Level-of-Detail(LOD), Baked Lighting, Occlusion Culling, etc.

Canvas Run

Voodoo.io - 2021

A hypercasual game coming from Voodoo. My contribution was focused on optimizing the game for lower-end devices.

  • This project is for mobile devices: Android and iOS.
  • Done in: Unity, C#
  • My main focus here was to optimize the game for lower-end mobile devices as it was lagging heavily especially on Android.
  • I've applied optimization techniques such as dynamic and static batching. Also cleaned up the project by removing post-processing that was present but isn't actually used.
  • I've also optimized a lot of game-specific code to use as less resources as possible, such as the way the balls stick and move together.
  • All this effort brought the game from 7-12FPS to a stable 25-30 FPS even on low-end.

Backflip Master

Voodoo.io - 2021

A hypercasual game coming from Voodoo. My contribution was focused on optimizing the game for lower-end devices.

  • This project is for mobile devices: Android and iOS.
  • Done in: Unity, C#
  • My main focus here was to optimize the game for lower-end mobile devices as it was lagging heavily especially on Android.
  • I've applied optimization techniques such as dynamic and static batching. Also cleaned up the project by removing post-processing that was present but isn't actually used.
  • I've also optimized a lot of game-specific code to use as less resources as possible
  • These simple fixes brought the game from 7-12FPS to a stable 50-60 FPS even on low-end.

Lost - A Horror Experience

Solo Personal - Nov 2014

  • Done in: Unity 4 and released for PC.
  • Project was made for fun and was later ported to VR utilizing the Oculus Rift DK1 which was a novel tech at the time.
  • Responsible for everything from conceptualization to finish. Project took 3 days to make.

Tower of Hanoi

Solo Personal - Apr 2017

  • A project for fun to practice with Unreal Engine 4 using C++.
  • Utilized Unreal's game framework, widgets, sequencer.
  • Made an event bus system for a decoupled communication between objects.

Think Out of the Box

Team FROLIC - Jul 2015

  • Done in: Unity 4 with a team of 4 people and released for PC.
  • Project was a reimagined version of our game that won in Global Game Jam Benilde 2015.
  • Responsible for programming everything, project took a week to make.
  • Responsible for First Person Controller system, Puzzle mechanics, UI systems, Audio Soundscapes.

Thank You

Hey thanks alot for your time reading this! If you want to contact me you could always do through the ways below! Have a great rest of the day!