Pedro Fontoura
Profile
Game engineer with 5+ years of experience across gameplay, multiplayer, and tools, with a focus on data-driven systems. I build systems that let teams realize their creative vision, and tooling that supports the people building alongside me.
Open Source Contributions
- Rockstar Games, FiveM: Added a C++ native exposing screen-to-world coordinate projection.
- Mojang, Ore UI: Improved react-facet's types, library used in Minecraft's UI (Bedrock Edition).
Work Experience
Look North World
Publisher and Developer for Creator platforms like Fortnite (UEFN), CurseForge, and Roblox.
Gameplay Programmer
Apr 2025 - PresentUnannounced Game, Unity, Nex Playground
- Designed and implemented a data-driven quest system in C#, letting designers author and tune new quests without engineering involvement.
- Profiled CPU and GPU performance on an ARM-based hardware, building a repeatable capture process. Identified the GPU as the bottleneck, then validated and proposed a fix that cut GPU time by ~40%.
Ghoul Blasters, Roblox, PC
- Built game systems such as FTUE, inventory, and crafting, using scripting for both runtime behavior and data definition.
- Established the technical foundation for the company's entry into Roblox, including a custom development pipeline and CI/CD. Onboarded teammates across engineering, design, and art, and helped adopt the pipeline for a newly acquired platform title.
Unannounced Game, Unannounced AAA Creator Platform, PC
- Implemented UI screens using a declarative approach and built a data-mocking layer for real-time iteration, as the project's UI programmer. Also contributed to gameplay features.
Ursula
AI startup building virtual companions backed by Village Global, Worldbuild, betaworks, and Prosus.
Senior Game Engineer
Oct 2024 - Mar 2025- Designed and implemented a composable task system for AI actions, inspired by behavior trees.
- Built technical demos using the task system that contributed to a successful fundraising round.
Synthesis
SpaceX Ad Astra school spin-off. Multiplayer team-based learning simulations played by kids globally.
Game Engineer
Feb 2024 - Sep 2024- Owned maintenance, feature work, and on-call incident response for all HTML5 titles, as the sole game engineer.
- Refactored game initialization using a state machine, fixing a bug that dropped slow-network clients and left them in a corrupted state. (Polis and Hyperball)
- Optimized per-frame recomputation of expensive entity state with dirty-flag updates, eliminating CPU spikes that saturated servers in the late game. (Polis)
Associate Game Developer
Jul 2023 - Feb 2024- Designed and implemented a data-driven objective system that let scenario designers compose new game modes from reusable objectives, extending the game's lifecycle. (Proxima)
- Prototyped AI agents using steering behaviors, behavior trees, and 2D raycast collision, including the groundwork to decouple players from characters. (Proxima)
- Built the game client for a new title from pre-production to launch, taking over all programming after a team restructure. (Natural Election)
Fivepunch
Indie game studio creating experiences and providing services on UGC game platforms.
Founder
Dec 2022 - Jul 2023- Founded an indie studio building systems for UGC platform asset stores; handled development, publishing, and developer relations.
Cidade Alta
The largest GTA roleplay community in Latin America, built on FiveM, Rockstar Games' UGC platform.
Game Programmer
Sep 2021 - Nov 2022- Developed a multiplayer battle royale game mode in TypeScript on a two-person core engineering team.
- Built a procedural item-spawning system, using delta encoding to handle thousands of items efficiently on the server.
- Designed and implemented a data-driven, server-authoritative mission system, with requirements, actions and rewards, that let designers author missions as configuration.
- Built a spatial voice chat with grid-based bandwidth optimization, including the asset tooling to generate the audio occlusion data required by the platform's audio system.
Skills
- Languages: C#, C++, Luau, and TypeScript.
- Engines and Platforms: Unity, Roblox, FiveM, and HTML5.
- Tools: Git, Perforce, Jira, Slack, Photoshop, Figma, Node.js, React, and GitHub Actions.
- Competences: Multiplayer, Gameplay Programming, Game Architecture, Game AI, Game UI, Optimization, Tools Development, and CI/CD.
Education
Universidade Federal Fluminense, Rio de Janeiro, Brazil
Computer Science
2019-2021