Marcos Pardo Estelles

C++ Developer

Résumé PDF ↓PDF version of this résumé.

About me

I’m a C++ programmer working across gameplay, engine and graphics. I love tackling technical challenges, optimizing performance, and pushing graphics tech forward. Based in Tokyo on a work visa, studying toward JLPT N3.

Professional Experience

Tools Programmer at Meta Meow 2025/08 – Present · Tokyo, Japan

Unannounced Unreal Engine 5 Game (Multi-platform)

  • Built material workflows across different teams.
  • Modified the engine and implemented custom HLSL shaders.
  • Verified rendering and performance across PC and console targets.
  • Developed tools to improve team performance.

Magical Forest: Mobile Neural Rendering Tech Demo (UE5)

  • Built the gameplay and interaction systems for the demo.
  • Integrated neural inference into the UE5 rendering pipeline.
  • Contributed to the training tools for the neural depth of field.
  • Optimized for mobile GPU power and thermal budgets.

Client Plugin Project (NDA)

  • Developed a C++ plugin for a 3D content-creation tool.
  • Processed live data from external hardware and mapped it onto character skeletons.

Projects

Wanted: Yokai Uprising 2023/09 – 2024/07

FPS Released on Steam · Unreal Engine 5.2, C++, Blueprint

  • Part of a 16-member team, following Agile (Scrum)
  • Focused on gameplay programming and core mechanics
  • Developed mission objectives using event-based programming
  • Contributed to multiplayer functionality using Unreal RPCs

CHEE22 & Tyro Engine 2024/09 – 2025/05

PS5 Game on a Custom C++20 Engine · PS5 API, PSSL

  • Deferred rendering pipeline with Blinn-Phong illumination
  • Modular post-processing system for enhanced visuals
  • Model and texture loading with an efficient resource manager
  • UI framework and game-state manager for CHEE22, in a team of five programmers and a designer

Mutant Engine 2023/09 – 2024/07

Custom Rendering Engine with Advanced Graphics Features

  • Real-time C++20 and OpenGL 4.6 rendering engine
  • Features ECS, resource manager, and multithreaded job system
  • Supports deferred rendering, MDI, bindless textures, SSBO, vertex pulling, and compute shaders
  • Implements SSGI and SSAO for enhanced visuals

Skills

  • Programming Languages: C, C++ (20), C#, Go, Lua, Python, HLSL, GLSL
  • Game Engines: Unreal Engine 5 (C++ / Blueprint), Unity
  • Platforms: PC, PlayStation 5, Nintendo Switch, Mobile (Snapdragon)
  • Graphics frameworks: OpenGL 4.6, PlayStation 5 API, PSSL
  • Software: NVIDIA Nsight Graphics and RenderDoc, Visual Studio and Rider, Git, Perforce and Jira, Autodesk 3ds Max
  • Rendering & ML: Neural inference in UE5, ray tracing, deferred rendering, post-processing

Education

BSc in Computer Science for Games Sheffield, England

Sheffield Hallam University

First Class Honours. Studied a top-up year at Sheffield Hallam University, deepening my knowledge of C++ and graphics programming.

HND in Computing Valencia, Spain

Escuela Superior de Arte y Tecnología

Distinction (graduated with honours). Studied for three years at ESAT, specializing in C++ and graphics programming with OpenGL. Gained experience in low-level assembly, Linux environments, and embedded systems like Raspberry Pi.

Languages

Spanish (native) · English (IELTS Academic 7.5) · Japanese (studying toward JLPT N3)