Portfolio — Technical Design

Uriel Cruz

Senior Technical Designer, Unreal Engine 5

Prague, Czechia — originally from Spain urielcruz@proton.me

Currently driving technical design at GRIP Studios, taking full feature ownership of core player mechanics, 3C systems, and interactive gameplay features across AA & AAA projects. Experienced in multi-phase boss encounters, technical prototyping, and authoring modular gameplay architecture (TDDs).

Gameplay Architect

Senior 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
5
Studios
AAA
Track record
UE5
Specialized
Languages
SpanishNative / Bilingual
EnglishFull Professional
CatalanProfessional Working
FrenchLimited Working

Career Timeline

April 2025 — Present · 1 yr 5 mo
GRIP Studios Current
Prague, Czechia
Senior Technical Designer (UE5)
April 2026 — Present · 5 months
  • Spearhead technical design for primary 3C systems, player mechanics, and interactive features from concept to production
  • Author comprehensive Technical Design Documents (TDDs) and build modular, scalable gameplay frameworks
  • Partner 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
January 2026 — Present · 8 months
Solo Technical Designer & Founder
  • Own architecture, C++/Blueprint gameplay programming, and technical design for original games, end to end
  • Run the full production cycle solo: prototyping, 3C systems, gameplay mechanics, and optimization
Projects: Fragmented Iron, Hypoxia · UE5, C++, Blueprints, Game Design
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 · C++ Plugin
Environment Scanner

Pure environment detection for character traversal — no Motion Matching dependency, no GAS, no MotionWarping. Just Engine.

  • Front & back ledge detection with top-surface snapping
  • Obstacle classification: Reachable, Gap, Slide, Unreachable
  • Airborne state and lateral wall detection for wall-run
  • Guaranteed horizontal normals — warp-target ready out of the box
  • Drop-in component or static library call from C++ / Blueprint

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)

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