Portfolio — Technical Design

Uriel Cruz

Technical Designer, Unreal Engine 5

Spain — previously based in Prague urielcruz@proton.me

Previously at GRIP Studios, where I took full feature ownership of core player mechanics, 3C systems, and interactive gameplay features across AA & AAA projects. Now developing original games at Visual Dynamics Studio, and open to collaborations and offers. Experienced in multi-phase boss encounters, technical prototyping, and authoring modular gameplay architecture (TDDs).

Gameplay Architect

Technical Designer specialized in Unreal Engine 5 (C++, Blueprints, GAS), with a proven track record across AA and AAA development. I bridge design vision and technical execution — from rapid prototype to polished, shipping-ready feature — with particular depth in combat systems, multi-phase boss encounters, and advanced locomotion built on Motion Matching.

Core focus is feature ownership: taking a system from concept through TDD, prototyping, and production hardening, while keeping the architecture modular and reusable across teams.

Core Focus
Feature Ownership 3Cs & Player Mechanics Boss & Combat Design UE5 Architecture
4+
Years in games
4
Studios
AAA
Track record
UE5
Specialized
Languages
SpanishNative / Bilingual
EnglishFull Professional
CatalanProfessional Working
FrenchLimited Working

Career Timeline

January 2026 — Present · 9 months
Independent Game Developer
  • Developing original games on my own: architecture, C++/Blueprint gameplay programming, and technical design end to end
  • Covering the full production cycle: prototyping, 3C systems, gameplay mechanics, and optimization
  • Open to collaborations, contract work, and offers
Projects: Fragmented Iron, Hypoxia · UE5, C++, Blueprints, Game Design
April 2025 — October 2026 · 1 yr 6 mo
Prague, Czechia
Technical Designer (UE5)
April 2026 — October 2026 · 6 months
  • Spearheaded technical design for primary 3C systems, player mechanics, and interactive features from concept to production
  • Authored comprehensive Technical Design Documents (TDDs) and built modular, scalable gameplay frameworks
  • Partnered with lead designers, animation, and engineering to align technical execution with game vision
Projects: Unannounced AAA Titles · UE5, C++, Blueprints, GAS, Perforce
Technical Designer (UE5)
April 2025 — March 2026 · 1 year
  • Designed and scripted complex multi-phase boss fights and AI logic in Tomb Raider: Legacy of Atlantis using C++ and Blueprints
  • Developed high-fidelity prototypes for combat, movement, and weapon systems across AAA unannounced titles
  • Debugged and optimized gameplay systems for target performance, authoring reusable TDDs for studio-wide adoption
Projects: Tomb Raider: Legacy of Atlantis, Unannounced AAA Title · UE5, C++, Blueprints, GAS, Perforce
Tomb Raider: Legacy of Atlantis
Tomb Raider: Legacy of Atlantis
December 2023 — December 2024 · 1 yr 1 mo
Valladolid, Spain
Technical Designer (UE5)
  • Designed and integrated a production-ready Motion Matching system and universal, context-aware parkour (climb, mantle, vault)
  • Implemented enhanced abilities using the Gameplay Ability System (GAS) with full network replication
  • Provided technical design support and GAS expertise for The Occultist
Projects: Unannounced AAA Title, The Occultist · UE5, C++, GAS, Motion Matching
The Occultist
The Occultist
November 2022 — June 2023 · 8 months
Spain — Remote
Technical Designer (Unreal Engine)
  • Developed Blueprint/C++ interaction systems, state-based AI, level scripting, and editor utilities to streamline designer workflows
  • Implemented core combat mechanics, progression systems, and UI integration for Tears of Elara
Project: Tears of Elara · UE5, Blueprints, C++
Tears of Elara
Tears of Elara
January 2022 — March 2023 · 1 yr 3 mo
Unreal Engine Developer
  • Led the technical migration of Current Anima from Unity to UE5, establishing new production pipelines, coding standards, and Perforce workflows
  • Trained and mentored the development team on Blueprint/C++ best practices and plugin integration
Project: Current Anima · UE5, Unity, C++, Blueprints
Current Anima Trailer
Current Anima — Trailer
2019
Early Background
Before games — software & web development
EverisSoftware Developer — backend development, testing and incident resolution using Java, SQL and XML
Oct 2019 – Jun 2020
VerkiaWeb Developer — full-stack web application design, development and testing
Mar 2019 – Jun 2019

Toolset & Expertise

I
Engines & Programming
Unreal Engine 4/5 Unity C++ C# Blueprints Python Java SQL
II
Key Technologies
GAS Motion Matching AI Behavior Trees Physics Simulation Networking / Replication
III
Design
Feature Ownership Combat Design Boss Design Level Design Modular Systems TDD Authoring
IV
Tools & Pipeline
Perforce Git Jira RenderDoc Profiling Tools
V
Leadership
Engine Migration Leadership Team Mentoring Cross-Discipline Alignment
VI
Also
Technical Reviewer (Book) Ethical Hacking (2016–2022)

Selected Work

Beta · Live on Fab
UE 5.7 – 5.8 · Windows · Plugin
KD: Traversal Sense

A lightweight, pure environment detection engine that gives a character's movement system full spatial awareness. Sensing only: no movement logic, no animation code, no dependencies.

  • Single-call query returning ledges, obstacle dimensions, wall vectors and airborne state
  • Top-surface snap: ledge targets land on the real top surface, not on the wall face
  • Guaranteed horizontal normals, ready to feed Motion Warping
  • Plugs into Motion Matching, GAS, custom movement systems or Blueprints
  • Part of the Kinetic Dynamics (KD) locomotion ecosystem

Certifications & Honors

Certifications
—Unreal Engine Blueprint Game Developer, Online Course
—Unreal 5.0 C++ Developer: Learn C++ and Make Video Games
—Unreal Environment Design
—C++ Fundamentals: Game Programming for Beginners
—Certificado de Superación del Nivel Básico en Francés (A2)
Honors & Awards
—5th Place, CyberOlympics 2017
—Honor Diploma for Academic Merits
Education
—Tokio School — Master in Video Game Programming with Unreal (2020–2022)
—Tokio School — Advanced Course in Video Game Design (2020–2022)
—IES Poeta Paco Mollà — Sr. Technician, Multiplatform App Development (2017–2019)
—Industrial Organization School — Java FullStack & Angular Course (2019)

Let's build something great.

Open to collaborations, contract work, and offers.

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