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Juan Borges Vega

Unity Engineer · Systems Architecture · 6+ Years Shipping on PC, Console & Mobile

WrestleQuest · Backyard Baseball · Netflix Games · PS5 · Xbox · Nintendo Switch

// About

I'm a Unity engineer with 6+ years of experience building and shipping production games across PC, console, and mobile. My focus is systems architecture — designing code that holds up under the pressure of a real production team, scales when requirements change, and doesn't break at launch.


I shipped WrestleQuest on Steam, PlayStation, Xbox, Nintendo Switch, and Netflix Games as part of a 50+ engineer team, where I owned and maintained over 40 gameplay and UI systems. I care deeply about clean architecture, developer tooling, and writing code that other engineers can actually work with.

6+

Years of Experience

40+

Systems Owned in Production

4

Platforms Shipped

// Work

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Backyard Baseball

2025 - 2026

PC · Console · Mega Cat Studios

Part of the Backyard Sports franchise revival. Contributed across multiple areas of the project within a large production team.

MULTIPLAYER

Local Multiplayer Architecture

Refactored a single-player data flow of a game mode into a flexible N-player architecture to support local multiplayer, ensuring the system remains extensible beyond the initial two-player requirement.

SYSTEM ARCHITECTURE

Haptics System

Owned the implementation of haptic feedback across the game, from system architecture to in-game integration. Collaborated closely with designers to define haptic feel — structuring distinct feedback types for different game events such as hits, strikes and UI interactions. Worked with QA to validate feel and consistency across DualSense, Xbox, and generic controllers.

ADDITIONAL CONTRIBUTIONS

  • Worked on audio management system supporting music, SFX, and environment audio with fade transitions and mixer control.

  • Built a customizable character system with full test UI for player-created baseball characters.

  • Developed day/night field variations loaded via Addressables based on in-game time selection.

  • Implemented a VS screen displayed before each match showing team cards.

  • Fixed a wide range of bugs across gameplay, UI, and data systems.

Unannounced Partner Collaboration

2024 - 2025

Mega Cat Studios  ·  NDA

Contributed to an unannounced title that is still in development. Specific project details are under NDA. 

SYSTEMS ARCHITECTURE

Minigame Core Refactor

Multiple minigames shared overlapping but inconsistent implementations of core systems — timer, score, and game management. Refactored these into a unified architecture applying MVC patterns to the timer and score systems, and an FSM pattern to the game manager, creating a reusable foundation that any minigame in the project could build on top of.

AI

AI Behavior Tree

Created the Behavior Tree for AI bots in a minigame using NodeCanvas. Designed supporting scripts to simplify the tree structure significantly compared to the first bot implemented in the project, improving readability and making future AI work easier to iterate on.

ADDITIONAL CONTRIBUTIONS

  • Built a core dialogue system with branching choices.

  • Designed a modular task tracking system for objective management, documented for team-wide use.

  • Worked on various attachments and their gameplay behavior.

  • Developed a scoring system that rewards players for fulfilling specific demands.

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Partner Collaboration — Sanrio

2024

Mega Cat Studios  ·  NDA

Contributed to an unannounced title developed in partnership with Sanrio. Specific project details are under NDA.

AI

FSM - Based Boss AI

The existing boss AI was built with unstructured logic that was difficult to read, extend, or debug. Proposed and implemented a 
Finite State Machine architecture as a replacement, establishing a cleaner and more maintainable foundation for the project's AI systems going forward.

ADDITIONAL CONTRIBUTIONS

  • Implemented a shop system supporting normal and special item types.

  • Built an inventory system extended to support specific item categories.

  • Developed challenge room systems including portals, challenge handlers, and room transitions.

  • Implemented camera focus effects for room entry and a generic screen shake system following industry-standard design guidelines.

  • Added a mechanic increasing character stats with accompanying visual feedback.

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WrestleQuest

2019 - 2024

PC  ·  PS5  ·  Xbox  ·  Nintendo Switch  ·  Netflix Games  ·  Mega Cat Studios

A wrestling RPG shipped across all major platforms. Joined as a junior engineer in 2019 and grew into one of the lead engineers on the project over five years, owning and maintaining over 40 gameplay and UI systems across a 50+ engineer production team.

SYSTEMS ARCHITECTURE

Save System Overhaul

The existing save system handled only a single slot and had persistent corruption issues that affected players across sessions. Collaborated with a senior engineer to untangle the coupled architecture and redesigned it into a flexible multi-slot system with support for N slots. Added auto-save triggers across key story and quest milestones, and implemented a Continue flow at the title screen according to the designer guidelines. The system shipped successfully across all platforms with corruption issues eliminated.

DEVELOPER TOOLING

Story Progression Testing Tool

Testing story progression required playing through 5 to 20 hours of gameplay per QA cycle, creating a significant bottleneck for both developers and QA. Built a tool that simulates full episode state — including party composition, inventory, level progression, and achievements — without requiring any gameplay. Coordinated with junior engineers to gather episode data and validate simulations. Reduced story testing time to approximately 5 minutes per cycle.

TOOL

Image Recovery Tool

Thousands of missing image references in an older version of the project were threatening a significant production delay. Built a tool that collected asset metadata from the broken project version, cross-referenced it against the latest build, automatically reassigned over 2,000 missing image references across Image and SpriteRenderer components, and saved all changes without manual intervention. A production blocker was resolved in a single tool run.

PERFORMANCE

Scene Loading Performance

Scene load times were increasing linearly across sessions and eventually became exponential, degrading the experience significantly over time. Traced the root cause to a third-party feedback plugin accumulating event subscriptions without cleanup on every scene load. Corrected the plugin behavior and documented the underlying coroutine and memory pattern for the DevOps engineer. Stable load performance was restored across all platforms.

SYSTEMS ARCHITECTURE

Interaction System Standardization

Multiple incompatible interactable systems existed across the codebase, causing recurring issues every time design requirements changed. Engineered a single standard interactable system, documented it thoroughly for the team, and progressively migrated legacy implementations across the project. Future design changes became significantly cheaper to implement as a result.

ADDITIONAL CONTRIBUTIONS

  • Refactored inventory, quest, and crafting backend systems, improving extensibility and long-term maintainability.

  • Implemented combat variants including tag team, pin mechanics, and match-specific win conditions.

  • Built world map travel systems including ferry transitions, fast travel stations, and spaceship navigation.

  • Developed a bridge system supporting overworld units at multiple depth layers, replacing a problematic existing implementation.

  • Implemented a data validator tool that runs on game load to correct progression blockers and achievement issues.

  • Created a generic UI navigation framework supporting vertical, horizontal, grid, and custom layouts.

  • Contributed to console porting across PlayStation, Xbox, and Nintendo Switch including Steam Deck support.

  • Mentored junior engineers, conducted code reviews, and provided architectural guidance across a 50+ engineer team.

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Easymind VR

2024 - Present

Independent  ·  Android  ·  VR  ·  AI  ·  Unity

A mobile VR mental wellbeing application built and published independently on Google Play. Integrates speech emotion recognition via a Hugging Face inference API and a reinforcement learning–based recommendation system. Validated through structured user testing and reviewed by a collaborating psychiatrist.

AI

Speech Emotion Recognition & Adaptive Recommendations

Integrated a RESTful API connecting to a Hugging Face inference model for real-time speech emotion recognition, allowing the application to detect the user's emotional state from voice input. Built a reinforcement learning–based recommendation system on top of this, using detected emotional states to adaptively suggest personalized relaxation activities. The combination creates a feedback loop that adjusts recommendations over time based on user responses.

RESEARCH & VALIDATION

Structured User Testing & Psychiatric Validation

Conducted structured user testing with 20 participants, observing and measuring emotional trend indicators across sessions. Results were reviewed and validated by a collaborating psychiatrist, confirming the application's potential as a tool for personal emotional care. The project was awarded 2nd place at the VIII National Undergraduate Thesis Competition by the Venezuelan Computer Society.

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ADDITIONAL CONTRIBUTIONS

  • Designed and built immersive VR environments optimized for mobile hardware.

  • Implemented activity tracking dashboards displaying emotional trend data over time

  • Architected the full application within a scalable Unity structure designed for future feature expansion.

  • Independently managed the full development lifecycle from concept to Google Play publication.

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Audio Management Toolkit

2024 - 2025

Open Source  ·  Unity  ·  C#  ·  Architecture

An open source event-driven audio management framework for Unity, built to address common architectural pitfalls such as over-centralized managers and unsafe audio clip references that introduce memory risk. Designed for scalability and maintainability, inspired by Unity's Open Project architecture.

SYSTEMS ARCHITECTURE

Event-Driven Audio Architecture

Most Unity audio implementations centralize all logic into a single manager, creating tight coupling and making the system fragile as 
projects grow. This toolkit decouples audio requests from audio execution using an event-driven approach, meaning systems that need 
to trigger audio never need a direct reference to an audio manager. The result is a framework that scales cleanly across project size 
and is easy to drop into any Unity project without architectural compromises.

FEATURES

  • Supports multiple audio management types — music, SFX, and environment audio.

  • Includes fade effects and audio clip transition support.

  • Fully decoupled from game systems via event-driven design.

  • Documented and structured for easy adoption in any Unity project.

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