Resume

Name: Felipe Alfonso

E-mail: felipe(at)bitnenfer.com

GitHub: https://github.com/bitnenfer/

LinkedIn: https://www.linkedin.com/in/pixelstab/

Shadertoy: https://www.shadertoy.com/user/bitnenfer

Pouet: https://www.pouet.net/user.php?who=103202



About

Innovative and adaptive programmer with a rich background in the gaming industry and a passion for creating immersive visual experiences. With over 15 years of expertise, I have successfully transitioned from a talented graphic artist to a proficient developer, focusing on memory and runtime optimization, 3D rendering, low-level graphics APIs and console development. My experience spans across various platforms, including web, mobile, PC, and console gaming.

I pride myself on my ability to learn, adapt, and grow in this ever-evolving industry. As a self-taught programmer, I’ve gained invaluable hands-on experience and sharpened my problem-solving skills to tackle complex projects head-on. My diverse skill set and artistic flair uniquely position me to excel in roles that blend creativity and technical acumen.

When I’m not immersed in the world of gaming, I find solace in watercolor painting and keeping the legacy of classic systems alive through writing assembly software for the Game Boy and Commodore 64. I am always eager to connect with fellow professionals and enthusiasts to exchange ideas, collaborate, and explore new opportunities in the gaming and tech industries.



Technical Skills

Platforms

PS4 / PS4 Pro, XBoxOne / XBoxOneX, Windows, Nintendo 3DS, MacOS, iOS, Android, Web

Languages

C++, C, Pyhton, GLSL, HLSL, PSSL, Metal Shading Language, Batch, JavaScript, ActionScript 3, HaXe, Obj-C

Software

Visual Studio, Git, Perforce, SVN, Jira, Photoshop CC, Sublime Text, Notepad++, GCC

Game Engines

Unreal Engine 4, Unity3D, Phaser, and in house engines.

API and Libraries

D3D12, PS4 GNM, OpenGL, WebGL, D3D11, Metal, GX (Nintendo 3DS), SDL2, HTML5 Canvas



Experience

Lead Programmer at Nimble Giant Entertainment

Mar 2022 - Oct 2023

I am leading the porting efforts of a AAA game. The game is being ported to next-gen consoles like PS5 and Xbox Series X/S. I am also leading the efforts of optimizing the game to run properly on every platform. I am also working leading the R&D team developing and researching new solutions for the studio to improve work pipeline performance.


Sr. Game Programmer at Globant

Jul 2019 - Feb 2022

For the past 2 years I’ve been working on the development of WBGame’s Hogwarts Legacy. My focus has been CPU and memory optimizations for PS4, PS4 Pro, Xbox One, Xbox One X, Windows and the Unreal Engine 4 Editor. I mostly focused on memory optimization where I’ve worked developing platform specific solutions for reducing memory usage, improved Unreal’s default allocator and did R&D on different allocators to help reduce wastage and thread contention. Developed several memory tracking tools. For example, I created a tool that helped with tracking the size of our structures where we could reduce memory usage by adjusting the position of data members, also developed tools that helped us understand the allocation patterns we made and gave us more information on when and where these allocations happened.


Contract Programmer (Game and Engine Programming)

  • Game Closure - May 2018 - Nov 2018

My work at GameClosure was mostly developing a Facebook Instant Game. I also worked on the platform specific API for interacting with Viber’s instant messaging interface. Also developed from scratch the game EverKnife which was released in Facebook Instant Games in Japan and The Philippines.

  • PhotonStorm LTD. (Phaser.io) - May 2016 - June 2018

I’ve been working together with Richard Davey on developing and extending the features of the Phaser 2D Game Engine (http://phaser.io/). This is a JavaScript game engine made for developing games that run on browsers. My main tasks have been developing a new version of the graphics API and implementing a 2D WebGL renderer for it.

  • Luky-Kat Studios - Oct 2016 - Nov 2016

Worked as a programmer helping in the development of “Grumpy Cat’s Worst Game Ever”. This game Was released for Android and iOS platforms.


Programmer at ACE Team

Oct 2015 - Apr 2016

I worked on the initial development of the game “Rock of Ages 2: Bigger & Boulder ™” programming the attack logic of units. I also worked integrating for GOG’s C++ API to “Zeno Clash”.


Game Programmer at Behaviour Interactive

Feb 2015 - Oct 2015

As a Programmer in Behaviour Interactive I developed multiple tools for working with a proprietary language and integrated them into Unity3D, most of the tools were written in a mix of Python and C#. I also designed the workflow including a system for other programmers to work in the project without having issues with version control software. Developed several key features like customization of player and rooms, navigation flow in an unannounced mobile game.


HTML5 Game Programmer at Spil Games

Dec 2013 - Jun 2014

As a member of the HTML5 Game Developing Team I oversaw creating and implementing multiple key features in our games. The technology we used to create all our games was JavaScript and the Glue Engine, to which I also contributed many features. Games I worked on:

  • Cute Jungle Hospital
  • The Dragon Flow

Freelance Programmer at Cellfish Media

Dec 2012 - Jul 2013

I oversaw developing multiple mobile games and apps that could be played on mobile browsers and natively on Android and iOS. Some of this games and apps were licensed to Cellfish and I had to develop the product. The games and apps developed were:

  • Poussin Piou Le Jeu
  • Sebastien Patrick Soundbox
  • Master Toss
  • Piggies Attack

Lead Game Artist at Amnesia Games

Aug 2008 - Jul 2012

My work on AmnesiaGames consists of giving visual life to the ideas as a collective we create. I’ve made animations, interfaces, backgrounds, websites and collaborated with my teammates on creating cool games and applications. Worked on:

  • Ninja Joe Classic
  • Ninja Joe Undercover
  • Ninja Joe
  • World of Doodles