Marcos Pardo Estelles
C++ Developer
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)