No cost, no commitment - we'll make a personal intro
Fabio Silva Ramos
Senior Game Developer specializing in Unity, VR, mobile, and educational games
Kluge InteractiveESABBrasília, Brazil12 Years ExperienceSenior LevelWorks Flexible
Connect with Fabio
Fabio already has a relationship with Reval, so a warm intro from us gets a much better response than cold outreach.
Typically responds within 24 hours
Recommended
Already have an account?
About
Game developer based in Brazil who has shipped Unity/C# multiplayer and VR experiences, including an educational co-op game using Photon and Horizon Worlds content. Stands out for owning systems end-to-end—from architecture and UML planning through QA, live player feedback, and cross-platform optimization—while also using LLMs pragmatically to improve development and QA workflows.
Hire with Reval
Find your next great hire
Our AI agents source, screen, and vet candidates for your open roles. Get qualified candidates within 48 hours.
Senior Gameplay Engineer specializing in VR and cross-platform gameplay systems
14y exp
Another AxiomUniversity of New Hampshire
“Unreal Engine (C++/Blueprint) gameplay systems engineer who shipped major VR social-sports features in Orion Drift, including a wieldable items system that became the game’s primary IAP revenue driver and supported 75-player lobbies via careful replication/performance tradeoffs. Also built the station/server browsing system to steer players into lively lobbies and implemented backend-to-frontend tech tree infrastructure using Unreal DataTables, plus tuned standout mechanics like rideable rockets and Driftball projectile/ball behavior through frequent playtests.”
Senior Unity Developer specializing in gameplay, multiplayer, and backend integration
İzmir, Türkiye8y exp
BYTEBahçeşehir University
“Unity gameplay engineer who has shipped mobile and Meta Quest VR titles, leveraging DOTS/ECS for large-scale war/rts-style scenes and mobile performance. Built multiplayer features using Photon PUN 2 with PlayFab matchmaking/backend and implemented live network debugging/recovery strategies. Also prototyped an AI/LLM-assisted pipeline for generating and validating gameplay/level content via structured JSON with fallbacks and caching to control reliability and cost.”