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Manuel Lobato

Technical Gameplay Programmer

C++ Unreal Engine 5 Systems Architecture VR Profiling & Optimization

Profile & Engineering Experience

About Me

  • Technical Programmer: Focused on engine-level architecture, memory management, and performance-first gameplay systems.
  • Engineering Mindset: Applies UML, design patterns, and modular system design to produce scalable, maintainable gameplay systems.
  • VR & Optimization: Designs modular post-processing and content activation pipelines, ensuring high-performance VR experiences across complex scenes.
  • Problem Solver: Passionate about identifying bottlenecks and implementing robust solutions, bridging C++ systems with designer-friendly Blueprints.
  • Shipped Titles: Contributed to commercial releases, handling core architecture, platform integrations, and gameplay system design.

Experience

Unreal Engine Programmer Intern — VREstudio

Malaga, Spain

  • Engineered editor utilities and runtime management systems to dynamically activate/deactivate rendering and gameplay components, ensuring VR experiences consistently maintain 90 FPS across heavy scenes.
  • Optimized draw calls and GPU/CPU usage using Unreal Insights, implementing HISM and collapsing material IDs to remove 600+ excess draw calls per frame.
  • Developed modular post-processing and content activation pipelines that scale across multiple VR environments, enabling designers to iterate quickly without performance loss.
Unity Gameplay Programmer Intern — BeByte

April 2025 - May 2025 | Malaga, Spain

  • Engineered core C# mechanics using dependency injection and Observer patterns.

Engineering Deep Dive: Project STARS (UE5)

STARS is an ongoing 3D Hack and Slash project focused on solving complex gameplay, rendering, and performance challenges in a mixed-gravity planetary environment. Core systems are written in C++ and exposed to Blueprints for design iteration.

Character Systems & Control Architecture (C++)

  • Layered State Machine Architecture: Developed a multi-layered state system separating movement physics, input logic, and animation into independent layers. Enables consistent behavior across radically different traversal contexts.
  • Context-Driven Input System: Created a flexible input framework where actions dynamically adapt to gameplay context, eliminating hardcoded branching.

Snippet: Exposing native, pointer-safe vector math via a Blueprint Function Library.


void UPlanetMathLibrary::RelativePlanetOrientation(UCharacterMovementComponent* MovementComp, USceneComponent* Capsule, USceneComponent* Mesh, float DeltaTime, float RotationSpeed)
{
    // Safety check
    if (!MovementComp || !Capsule || !Mesh) return;

    FVector Accel = MovementComp->GetCurrentAcceleration();
    FVector UpVector = Capsule->GetUpVector();

    // Project acceleration onto the planetary tangent plane
    FVector PlaneAccel = FVector::VectorPlaneProject(Accel, UpVector);
    if (PlaneAccel.IsNearlyZero(0.1f)) return;

    PlaneAccel.Normalize();
    
    FQuat TargetQuat = FRotationMatrix::MakeFromXZ(PlaneAccel, UpVector).ToQuat();
    FQuat CurrentQuat = Mesh->GetComponentQuat();
    
    // Smooth spherical interpolation
    FQuat SmoothQuat = FMath::QInterpTo(CurrentQuat, TargetQuat, DeltaTime, RotationSpeed);
    Mesh->SetWorldRotation(SmoothQuat);
}
                        

Blueprint Integration: Planetary Locomotion Flow
By exposing native math to the Blueprint VM, designers hook up Enhanced Input Actions to custom traversal logic without sacrificing runtime performance.

1. Input Layer:
Enhanced Input: IA_MoveWalk
Clear Jump State
2. Native Execution:
ƒ Relative Planet Movement (C++)
ƒ Relative Planet Orientation (C++)

Rendering & Shader Engineering

  • Shader Optimization: Aggressive use of unlit materials and custom lighting approximations to drastically reduce rendering cost.
  • Custom Shadow Approximation: Implementation of shadow behavior in unlit pipelines using vector-based calculations, bypassing UE5 deferred lighting costs.
  • Advanced Material Systems: Development of triplanar projection workflows and custom post-process materials (cartoon water, underwater effects).

Pipeline Architecture: M_UnlitToon Material
Shading logic is routed through a custom unlit pipeline, utilizing static switches to strip unused instructions at compile time.

1. Core Toon Logic:
Atmospheric Light + Vertex Normal
MF_Toonize (Custom Stepping)
2. Fresnel Rim:
Fresnel
Multiply (FresnelColor Param)
3. Compositing:
Toon + Rim
Static Switch (UsesFresnel)
Emissive Output

Systems & Engine-Level Architecture (C++ & UML)

  • Software Architecture (UML): Strict utilization of UML class diagrams to map out inheritance, composition, and aggregation boundaries before implementation.
  • Global Planetary Registry: Engineered a custom UWorldSubsystem in C++ to provide immediate, globally accessible data for planetary gravity fields, replacing inefficient actor iterators.

Architecture Documentation: Component-Based State Machine
Structural overview of the decoupled movement system, demonstrating composition between the Entity and abstract Macro States.

By exposing planetary locomotion math to Blueprints, designers can iterate freely without sacrificing runtime performance.

Shipped Commercial Titles

Casino Los Pixels Capsule

Casino Los Pixels

Steam & Play Store

  • Engineered the full application lifecycle, including gameplay loop, progression systems, and fail-state handling.
  • Maintained production stability through systematic debugging, regression validation, and iterative performance improvements.
Eva's Piano Img

Eva’s Piano

Open Source Commercial App

  • Designed and implemented a responsive mobile input system, ensuring low-latency interaction and precise feedback for real-time gameplay.
  • Owned the full development lifecycle, from concept to release on Google Play, including iteration, testing, and deployment.

Technical Core

Languages

C++ (Primary) C# Blueprint HLSL / Shader Graph

Profiling & Architecture

Unreal Insights Memory Management Shader Optimization

Math & Logic

Vector Math Applied Physics Design Patterns

Engines & APIs

Unreal Engine 5 Unity Steamworks API Git