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💻 - Hi, I am Manuel.

About me

Hello! My name is Manuel Segura, and I'm a seasoned game developer and programmer with over 11 years of experience making games. My journey in this field has allowed me to gain a comprehensive understanding of various game engines, including Unity and Unreal Engine, which I leverage to bring my creative ideas to life.

Throughout my career, I've had the opportunity to work on a diverse range of projects, from indie titles to larger-scale productions, honing my skills in both gameplay programming and game design. In addition, I'm also a teacher. I love sharing my knowledge and experience with others, helping aspiring developers learn the skills they need to succeed in the industry.

My dual roles as both a developer and an educator allow me to stay at the cutting edge of technology while also giving back to the community that has given me so much. I'm constantly exploring new techniques and technologies to improve my craft and am always eager to pass that knowledge on to others.

Unity

UE5

Godot

C++

C#

Rust

Zig

Git

HTML

CSS

Playfab

AWS

Portfolio

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Domenation

Tech Lead

Domenation is a fast-paced 3rd person shooter Battle Royale set in a gritty, post-apocalyptic world, emphasizing intense combat.

Throughout the project, I honed my skills in creating robust multiplayer systems, prioritizing both reliability and extensibility. Additionally, I led a team of skilled professionals, driving the project forward to meet industry standards, ensuring high-quality performance and a seamless player experience.

Meta Classic Games

Senior Network Programmer

Meta Classic Games is a revolutionary hub for timeless classic games, enhanced with the power of NFTs.

Working on this project, I had the opportunity to master Unity's Mirror Networking package, enabling me to create a seamless, cross-platform experience for players across desktop PCs, mobile devices, and web browsers. This experience enhanced my understanding multiplayer networking and the intricacies of synchronizing gameplay across different platforms.

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Maskerade

Programmer

Maskerade is a deeply narrative Survival Horror game where you play as a young girl who has been kidnapped and forced to work in a fear-inducing, mysterious cabaret.

Here, I had the opportunity to lay the foundation of the software architecture. I created a robust component system that allowed the immediate implementation of interactive functionality for any object in the game, as well as a highly extensible character state machine.

Battlefinder

Programmer

Battlefinder is a TTSRPG (Table-Top Simulator Role Playing Game) game aimed at making it possible to play Pathfinder 2e digitally.

In this game I could develop a character editor up to level 20 which took into account skill selection and prerequisites. I also made a Dungeon Generator Tool which made creating and sharing campaign maps really easy.

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Falling Lights

Programmer

Falling Lights is a cute microgame where you play as a little bear that has to avoid the falling stars. It also features a decently sized Skin Store.

This game allowed me to release a game into Google's Play Store and Apple's App Store, while also giving me ton's of experience in the implementation of their respective SDKs and the game's integration with Firebase to keep track of users digital assets.

Beatships

Programmer

Beatships is a community oriented, rhythm based, arcade shoot'em up that allows for the creation and sharing of levels, similar to Osu.

This game revolves around User Generated Content in the form of the creation of levels and/or the music they are built into. It contains a feature rich Level Editor, which in tandem with the modular nature of the software and art that compose the game, allows the player to create unique experiences.

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CleanUp

Programmer

CleanUp is a heavily narrative time manager in which every decision will impact the story.

This was my first experience developing for a prolonged period of time (2.5 years) with a decently sized team (17 people). I had the opportunity to port the game from GameMaker to Unity, optimizing it along the way. I also developed a polymorphic QuestLog that allowed the designers to implement quests based on a number or goals such as timers, counters, or objectives.