# Luca Valentini > Senior Unity Developer and Software Developer, systems & tools. Senior Unity Developer with 6+ years in Unity and C#, in studio teams since 2023. I build the parts of a game other people build on: systems that hold up as content grows, and editor tools that turn hours of manual work into one click, with performance measured on the phones players own. - **Availability:** Available now for Senior Unity Developer roles, remote, worldwide. Contractor from Argentina is fine. - **Location:** Buenos Aires, Argentina (remote) - **Email:** lucavalentini25@gmail.com - **Website:** https://lucavalentini.dev - **LinkedIn:** https://www.linkedin.com/in/lucavalentinidev - **GitHub:** https://github.com/LucaValentini25 - **Instagram:** https://www.instagram.com/clastergamedev/ ## Experience ### Senior Unity Developer · KYKUYO Jan 2025 to Sep 2026 · Remote Worked on SOLAR, a live free-to-play geolocation/AR mobile game on Google Play and the App Store. - Owned the character dressing system end-to-end: a node-graph garment system with an in-game coin shop backed by the API, and 8 authoring tools. - Built the NPC GPU rendering pipeline with a custom Vertex Texture Animation (VAT) baker: 10 to 200 fps measured on device with a full NPC crowd. - Designed the camera context system, with the layer boundary enforced by the compiler. - Took the technical direction of SPCA x SOLAR across a 9-person team. - Shipped the onboarding flow, the in-app purchase store and the HUD. - Built internal editor tooling used across the team: 9 of the project's 35 custom editor tools. ### Professor / Teaching Assistant · Escuela Da Vinci Mar 2025 to Present · Buenos Aires, Argentina Professor of Artificial Intelligence and pathfinding algorithms (2026 to present). Teaching Assistant in Programming for Thesis (2025). - Teaches Artificial Intelligence and pathfinding algorithms. - Helped students plan and architect the systems behind their thesis projects. ### Lead Unity Developer · 3AM Games Studio Jan 2023 to Present · Buenos Aires, Argentina Indie project alongside full-time work. Technical direction of Waxy: The Wick and the Witch, over 26 months in a 5-person team. - Wrote 10 of the project's 14 custom editor tools. - Led a full rework of the core mechanic, which got the project selected for the ADVA MPVP mentorship program. - Designed the wax and fire-state mechanics and the camera system. ### Technical Support Analyst & Helpdesk · Huawei Technologies Sep 2023 to Dec 2024 · Argentina, 100% in English - Handled 300 to 400 support tickets a month against an under-18-hour response-time SLA. - Kept a user satisfaction rating of 4.5/5 or higher. ## Education - Technician degree in Video Game Development, Escuela Da Vinci (Jan 2022 to Dec 2024) ## Skills - **Tooling & automation:** Custom Editor Windows, UPM packages, Build automation, Code generation, Slack API, Discord bots - **Engine:** Unity, URP, Addressables, UI Toolkit, uGUI, Cinemachine, Jobs System, Burst - **Systems & architecture:** Game systems, Data-driven design, ScriptableObjects, Assembly Definitions, Event systems, MVC - **Performance:** Unity Profiler, Frame Debugger, Memory Profiler, GPU skinning, GPU instancing, HLSL, Android / iOS / PC builds - **Multiplayer:** Netcode for GameObjects, Unity Transport, Relay / Lobby, Client-side prediction, Server reconciliation, Snapshot interpolation - **AI-assisted development:** Claude Code, Codex, Unity MCP, Agent skills, Local LLMs (Ollama) - **Languages:** C#, C++, TypeScript, Python, SQL ## Languages - Spanish: Native - English: Fluent (FCE) ## Projects ### SOLAR Live free-to-play geolocation/AR mobile game. - **Role:** Senior Unity Developer at KYKUYO - **Result:** Owned the dressing system, the camera-context architecture and the NPC GPU rendering pipeline (10 to 200 fps on device). Shipped the IAP store, a typed API client from the OpenAPI spec and GPU instancing for vegetation. - **Stack:** Unity, C#, URP, Addressables, UI Toolkit, Jobs System, Burst - **Link:** https://play.google.com/store/apps/details?id=com.kykuyo.solar - **Trailer:** https://www.youtube.com/watch?v=amg94xwi4qA ### Snackdown 2D last-player-standing multiplayer platformer, server-authoritative, with hand-written client-side prediction, server reconciliation and snapshot interpolation. Built with Claude Code. - **Role:** Solo developer - **Result:** Client-side prediction and server reconciliation written by hand on Netcode for GameObjects, which doesn't include them. 30 Hz tick, snapshot interpolation, up to 4 players over Unity Relay. - **Stack:** Unity 6, C#, Netcode for GameObjects, Unity Transport, Relay, Lobby - **Link:** https://github.com/LucaValentini25/Snackdown ### Rollgeon Roguelike dice builder where your deck is a bag of dice and combat is based on Generala. In development. - **Role:** Mobile port and gamepad support, in collaboration with members of 3AM Games - **Result:** Ported the game to mobile (touch controls, safe-area layouts, inputs reworked into gestures or on-screen buttons) and added controller support; still contributing while it's in development. - **Stack:** Unity, Mobile port, Touch controls, Safe area, Controller support - **Link:** https://3amgamesstudio.itch.io/rollgeon - **Trailer:** https://www.youtube.com/watch?v=tV2u1QosCds ### Waxy: The Wick and the Witch 3D puzzle-platformer by 3AM Games Studio, selected for the ADVA MPVP mentorship program after a rework of its core mechanic. - **Role:** Lead Unity Developer, 5-person team - **Result:** Technical direction over 26 months in a 5-person team: core mechanics, camera, architecture, and 10 of the project's 14 custom editor tools. - **Stack:** Unity, C#, Editor tools, Cinemachine, uGUI - **Link:** https://3amgamesstudio.itch.io/waxy-the-wick-and-the-witch - **Trailer:** https://www.youtube.com/watch?v=Ym1u3FD-qyw ### SPCA x SOLAR Time-limited cat-rescue campaign game with SPCA, an animal rescue in Singapore. The campaign has ended. - **Role:** Technical direction, 9-person team - **Result:** Delivered within a fixed campaign window, with a mock layer so the game never waited on the backend. - **Stack:** Unity, C#, Mobile, Addressables ### Unity Tools Five Unity editor tools published as UPM packages: Asset Renamer, PlayerPrefs Manager, Prefab Replacer, Project Zipper and Rename Items. - **Role:** Solo developer - **Result:** Asset Renamer: bulk renaming from a rule set the whole team shares. - **Stack:** C#, UPM, Editor Windows - **Link:** https://github.com/LucaValentini25/Unity-Tools ### You Can't Always Push the Red Button Decision-making game for the Unity BA Game Jam 2026: you rule a cat nation and try not to just push the button. Made with Claude Code in 3 days. - **Role:** 3-day jam game; programming shared with Ignacio Martinez in a 3-person team - **Result:** Playable WebGL build on itch.io; decision system co-designed and balanced with Ignacio. - **Stack:** Unity, C#, WebGL, Claude Code - **Link:** https://zathmell.itch.io/you-cant-always-push-the-red-button ### Indie Community Bot Reusable Discord bot for indie game communities: welcome cards, devlogs, build notifications from CI and bug reports as private threads. All settings live per server in the database. - **Role:** Solo developer - **Result:** Running on Rollgeon's community server. - **Stack:** TypeScript, discord.js, SQLite - **Link:** https://github.com/LucaValentini25/indie-community-bot ### Brain App Local-first AI assistant where the LLM never decides an action: it classifies intent, and deterministic code does the work. Private repository. - **Role:** Solo developer, personal project - **Result:** Runs with no cloud, switches between 4 model backends live, keeps RAG memory in SQLite and keeps working if the model is down. - **Stack:** Python, FastAPI, SQLite, Vue 3, Ollama ## Case studies - [A dressing system that survives every content drop](https://lucavalentini.dev/work.html#dressing) (SOLAR): Garments as data in a node graph, an in-game coin shop backed by the API, 8 purpose-built authoring tools, and the same data feeding the player and the NPC crowd. - [Filling a mobile city with NPCs without killing the frame](https://lucavalentini.dev/work.html#npc-gpu) (SOLAR): GPU skinning with a custom Vertex Texture Animation (VAT) baker and draws grouped by mesh, replacing one Animator per character and a draw call per garment piece: 10 to 200 fps measured on device. - [Making a multiplayer platformer the server can trust](https://lucavalentini.dev/work.html#snackdown) (Snackdown): Server-authoritative rebuild with client-side prediction and server reconciliation written by hand, on a 30 Hz tick. - [Taking a browser roguelike to phones and controllers](https://lucavalentini.dev/work.html#rollgeon-port) (Rollgeon): Mobile port and controller support for a roguelike dice builder: touch controls, safe-area layouts and inputs reworked into gestures or on-screen buttons. - [Internal tooling for the work nobody should do by hand](https://lucavalentini.dev/work.html#kykuyo-tooling) (SOLAR): Named editor utilities the whole team uses: Addressables Folder Manager, a build-and-API suite and a Mesh Instance Baker. 9 of the project's 35 editor tools. - [When everything wants to control the camera](https://lucavalentini.dev/work.html#camera) (SOLAR): Single-authority camera state arbitrated once per frame, in an assembly that deliberately doesn't reference Cinemachine, so bypassing it is a compile error. - [The repetitive work that was eating level production](https://lucavalentini.dev/work.html#waxy-tools) (Waxy): 10 of the project's 14 custom editor tools, including batch blockout-to-prefab conversion and localization key assignment across Timelines. - [Building the tool where the problem actually is](https://lucavalentini.dev/work.html#external) (Personal prototype): A Slack bot that turns a message into a tracked ticket, backed by Google Sheets. A working prototype. ## Contact Email lucavalentini25@gmail.com or use the form at https://lucavalentini.dev/contact.html.