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gialarconv

Open to senior remote roles & contracts

Giovanni Alarcón

Senior Unity developer. AI‑native workflow. Shipped games.

Gameplay, live services, mobile releases and editor tools in Unity/C#, built at an agentic-first studio with AI coding agents and reviewed like it matters. Temuco, Chile · Remote · Chile time (UTC−4 / UTC−3)

  • Unity / C# since 2019
  • Live on Google Play: Vortex Quest
  • 7 Unity games built with agent pairs
  • iOS · Android · WebGL · PC · VR
  • Sole engineer on a live mobile game
  • Real-time multiplayer on iOS & Android
Arena · Brawl Bots-style
Transform · Bot_Player
Scene view

[00000] Loaded scene Arena.unity

[00000] Bot_Player selected · drag the gizmo to move it

Featured work

Three projects where I built the core systems, from gameplay to the tools around it. Cover art is interim; gameplay captures replace it as they are cleared.

All work
Live
  • Android
  • iOS

Vortex Quest

Took a studio web prototype to a live Google Play game: a 101-level campaign, cloud save and a global leaderboard, and a release pipeline with thousands of tests behind every build.

Role
Senior Game Developer
Studio
Game Foundry
Dates
Aug 2026 – Present
Stack
Unity 6, URP, C#, Unity Gaming Services
Case study: Vortex Quest
Live
  • iOS
  • Android
  • WebGL

FabuLingua

Release owner and senior engineer on a live kids' language-learning app on iOS, Android and the web: built the Echo Hunt mini-game, moved subscriptions to Adapty and shipped versions 2.0.16 to 2.2.0.

Role
Senior Game Developer Consultant
Studio
FabuLingua, Inc. · Contract
Dates
2023 – Present
Stack
Unity 6, C#, UI Toolkit, Addressables
Case study: FabuLingua

Other work

Shipped titles, prototypes and client work since 2019.

9 of 9 projects
  • GameKit

    Internal live-services SDK behind every studio Unity game: providers behind interfaces, an offline local provider, and editor tools that show live player data.

    Game Foundry 2026 – Present
    • Unity
    • LiveOps
    • Editor tools
  • Agentic Unity production

    Seven Unity mobile games built by a builder/reviewer pair of AI coding agents, to measure how fast they can ship; I make the calls and play-test every build.

    Game Foundry 2026 – Present
    • Unity
    • Mobile
    • AI tooling
  • Fallout Shelter

    Ported core systems from C++ to C# on Bethesda's Fallout Shelter without changing gameplay behavior.

    Big Red Button Entertainment 2021 – 2022
    • Unity
    • Mobile
  • Brawl Bots

    Real-time Photon multiplayer brawler (solo and team matches, leaderboards) with PlayFab live ops, launched on iOS and Android in 2023.

    Gaxos.AI 2023 – 2024
    • Unity
    • Mobile
    • Multiplayer
    • LiveOps
    • WebGL
  • AI Striker

    Web-playable arcade shooter that showcased in-game AI asset generation; I worked on gameplay, PlayFab progression and analytics.

    Gaxos.AI 2023 – 2024
    • Unity
    • WebGL
    • AI tooling
  • Upland MV Motors

    Custom racing camera and rendering optimization for live races on real San Diego streets.

    Big Red Button Entertainment 2021 – 2022
    • Unity
    • Mobile
  • Cinder.io

    Gameplay features for an open-world Solana game where NFT ownership is part of the core loop.

    Cinder Studios 2023 – 2024
    • Unity
    • Web3
  • Clementine’s Nightmare

    Prototyped a 3v3 real-time hero battler and its core loop from design specs.

    Big Red Button Entertainment 2021 – 2022
    • Unity
    • Multiplayer
  • VR Class

    VR and PC training simulators built from scratch for enterprise clients, connected to client backend data.

    Qualitat 2019 – 2021
    • Unity
    • VR

How I work with AI

At Game Foundry, an agentic-first studio, humans choose what deserves investment and AI coding agents turn that intent into playable builds. I write the spec, make the owner decisions, and stay hands-on wherever game feel, architecture or player data are involved.

Pipeline · one feature, spec to device
  • Agent step
  • Gio decides
  • Automated gate
  1. Spec and owner decisions Gio decides
  2. Milestone plan Agent step
  3. Builder agent on a branch Agent step
  4. Tests and PR gate Automated gate
  5. Independent reviewer model Agent step
  6. My review Gio decides
  7. CLI build Automated gate
  8. Device play-test Gio decides

Agents never work on main · nothing merges unreviewed

A builder and a reviewer, never one model

A builder agent implements each milestone on a branch and an independent reviewer model reviews every change. At Game Foundry I built the ticket to branch to PR flow around that: a PR-gate CI, automated cross-model review with risk-tiered auto-merge, and a local review fallback.

Measured, not guessed

Seven Unity mobile games, built to measure how fast an agent pair can ship. Each has a design doc with numbered owner decisions, a milestone plan with estimates, a live time log and a defect ledger. The first game's milestones M0 to M9 took about 33 to 43 hours of measured agent time against a plan estimate of 65.5 agent-days; the log treats that as a lower bound, reconstructed from timestamps.

Agents drive Unity

Agents run Unity headless or control a live editor through the CLI, profile through it, deliver builds to devices over adb and record gameplay clips headlessly, with watchdogs on long runs. A shared harness generated into each game keeps every game on the same engineering rules.

Pipelines and editor tooling are the bridge

AI output only counts once it is validated inside Unity. A licensed 3D asset pipeline converted 798 models from FBX to GLB with zero failures, exports Unity prefabs and catalogues about 7,000 asset entries. At FabuLingua, AI voice generation runs inside a Unity editor tool that stamps provenance on every clip and transcodes it in the editor, and build validators fail a release that is missing its Addressables or localization content.

Prototype first, verify in the editor

At FabuLingua, visual features start in an interactive HTML prototype lab, and a direction is chosen there before any Unity work. Agents then check their own changes in the live editor: they enter Play mode, capture screenshots at device resolutions and read the console, under hard rules: no code edits during Play and no saving open scenes.

AI-powered features, not just AI tools

I have shipped games where AI is part of the product: Jigsaw Puzzle AI turns a player's text prompt into puzzle art at runtime.

Guardrails

Agents never work on main. Every change passes the PR gate and a review by a second model, and only low-risk changes merge on their own. I make the design calls and play-test every build, performance changes get profiled on device, and generated content for kids' products goes through human review.

Where I stay hands-on

  • Game feel
  • Architecture
  • Scene and prefab changes
  • Profiling
  • Player data and payments

AI makes me faster; it doesn't decide what ships.

Giovanni Alarcón

Experience

Overlapping bars are parallel engagements. Each role links to the projects it produced.

I'm Gio, a Senior Game Developer in Temuco, Chile, working remotely with teams in the US and beyond. I currently work at Game Foundry, an agentic-first casual mobile game studio, and with FabuLingua. I build games in Unity and C# for iOS, Android, WebGL, PC and VR: gameplay, multiplayer, live services, UI, and the editor tools that make teams faster.

I like owning things end to end. At Game Foundry I own the engine and mobile lanes, and I took Vortex Quest from a studio web prototype to a game live on Google Play. At FabuLingua I'm the release owner and a senior engineer on a live kids' language-learning app on iOS, Android and the web, and I built its Echo Hunt mini-game end to end. At Gaxos.AI I was the only engineer on Jigsaw Puzzle AI, a live mobile game where players turn text prompts into puzzles, and I owned gameplay, PlayFab, attribution, IAP and live updates.

My workflow is AI-native, and at Game Foundry it is how the studio works: a builder agent writes the code, an independent reviewer model checks every change, and I make the owner decisions and play-test every build. I also build Unity editor tools that bring AI output into the project as validated content, and keep everything behind tests, code review and on-device profiling. AI makes me faster; it doesn't decide what ships.

Open to senior remote roles and contract work.

  1. Game Foundry

    Senior Game Developer

    2026 – Present

    • Own the engine and mobile lanes at an agentic-first casual mobile studio: native engine work, device ports, touch controls, portal releases and Google Play signing, upload and internal testing.
    • Took Vortex Quest from a studio web prototype to a live Google Play game: a 101-level procedural campaign, cloud save, a global leaderboard and a gated release pipeline.
    • Built GameKit, the live-services SDK behind every studio Unity game, and the team's ticket to branch to PR flow with cross-model review and risk-tiered auto-merge.
    • Run seven agentic Unity production experiments, built the studio's Unity CLI automation and licensed 3D asset pipeline, and made about 9 rapid web game prototypes in Three.js and Canvas2D.
  2. FabuLingua, Inc.

    Senior Game Developer Consultant

    2023 – Present Contract

    • Release owner and senior engineer on a live kids' language-learning app on iOS, Android and WebGL: integrated and shipped versions 2.0.16 to 2.2.0 through Unity Cloud Build.
    • Built the Echo Hunt mini-game end to end, rebuilt the sticker book in UI Toolkit and made the story hint system data-driven.
    • Moved subscriptions to Adapty and hardened the purchase flow, migrated Adjust to v5, did the Google Play Families and COPPA compliance work and fixed Clever SSO classroom access.
    • Built the editor tools behind the content and releases: AI voice generation, a stories dashboard, a build hub and build validators.
  3. Gaxos.AI

    Senior Game Developer

    2023 – 2025

    • Only engineer on Jigsaw Puzzle AI, a live mobile game: gameplay, PlayFab, attribution, IAP and live updates.
    • Real-time Photon multiplayer and PlayFab live ops on Brawl Bots, launched on iOS and Android.
  4. Cinder Studios

    Game Developer

    2023 – 2024

    • Gameplay features for an open-world Solana game with NFT ownership in the core loop.
  5. Big Red Button Entertainment

    Game Developer

    2021 – 2022

    • Ported core gameplay systems from C++ to C# on Bethesda's Fallout Shelter.
    • Custom racing camera and rendering optimization for live races on real-world maps in Upland MV Motors.
    • Prototyped the core loop of a 3v3 real-time hero battler, Clementine's Nightmare.
  6. Bitplay

    Game Developer

    2020 – 2022

    • Built web and VR games for private clients, including a VR drawing experience for a museum.
    • Client work under private agreements, so no public builds to link.
  7. Qualitat

    Software Engineer

    2019 – 2021

    • Built VR and PC training simulators from scratch, connected to client backend data.
  8. CITT

    AR/VR & Robotics Tutor

    2017 – 2019

Skills

Installed packages, grouped the way a studio hires for them.

Game Development 8

  • Unity
  • C#
  • Gameplay Programming
  • Prototyping
  • Game Mechanics
  • Multiplayer
  • VR/AR
  • WebGL

Architecture 6

  • SOLID
  • Design Patterns
  • Refactoring
  • Performance Optimization
  • Editor Tooling
  • Testing / Profiling

AI Workflow 6

  • AI coding agents
  • Agentic coding & review
  • Second-model code review
  • Unity editor automation
  • AI asset pipelines
  • Prompt-to-content editor tools

Backend & Services 6

  • PlayFab
  • Photon
  • Unity Gaming Services
  • Firebase
  • REST APIs
  • Addressables

Analytics & LiveOps 5

  • Adjust
  • AppsFlyer
  • Analytics
  • Live ops
  • IAP

Web3 3

  • Solana
  • NFTs
  • MetaMask

Hiring for a senior Unity role?

Open to senior remote roles & contracts. Based in Temuco, Chile, working remotely with teams in the US and beyond.

Console

contact --email

contact --links

Local time in Temuco

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Chile time (UTC−4 / UTC−3) · remote