Hello, world. I'm

Adrian
Bedregal

Software Engineer / C++ Specialist / Game Systems & Architecture

Building worlds from scratch — a custom engine, AAA collaborations, and graphics systems. 6+ years shipping indie/AA/AAA titles, 3.5+ years shipping commercial titles, 12+ years writing C++.

6+Yrs Industry
3.5+Yrs Commercial
2AAA Titles
3AA Titles
12yrC++ Experience
10Engineers Led
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Work Experience

Lead Programmer

Applebomb Games
May 2025 – Present Remote · Arequipa, Peru

Mark The Headless Chicken  ·  C++ | Unreal Engine 5

  • Led a team of 5 engineers to deliver core gameplay systems and production features.
  • Created AI systems architecture, AI development tools, and Behaviour Trees for core AI-driven features.
  • Optimised gameplay and physics systems to maintain stable 60 FPS frame budgets on target platforms.
  • Designed architecture for core gameplay systems, UI, physics systems, and game loop integration.
UE5C++AI SystemsBehaviour TreesPhysics

Semi-Senior Advanced Game Developer (SSr Adv)

Globant  ·  Epic Games
May 2024 – Feb 2026 Remote · Arequipa, Peru

1 AAA Shipped Title & 1 AAA Unannounced Title  ·  C++ | Unreal Engine 5

  • Redesigned UI architecture for two core features in Fortnite in collaboration with Epic Games.
  • Modified Unreal Engine 5 source code to optimise networking, rendering, and UI subsystems under real-time performance constraints.
  • Designed system architecture and built 4 editor tools supporting quest systems, AI workflows, and tutorial pipelines, including backend sync and in-game elements for a japanese company's unannounced massive multiplayer game.
  • Contributed to early architecture and storage design of the inventory system, integrating AI systems and UI widgets.
UE5 SourceFortniteNetworkingEditor ToolsAI Architecture

Software Engineer

Bamtang Games
Oct 2022 – Apr 2024 Remote · Arequipa, Peru

3 Shipped Titles  ·  C++ | Unreal Engine 4/5

  • Developed core kart physics and gameplay systems for DreamWorks All-Star Kart Racing, shipped across PC and console platforms.
  • Implemented multiplayer kart replication with client prediction and interpolation supporting up to 8 players.
  • Created design and automation tools to optimise workflow for game design, resulting in faster development cycles across multiple projects for a team of 4 designers, automating 2 games simultaneously.
  • Extended the game engine with a specialised module, API, and tools for kart physics: 20% reduction in development time.
  • Built utility and debugging tools for tracking user traces to inform level design: 40% level design time reduction.
  • Tuned AI behaviour for decisions and mechanics in single-player adversaries: 20% difficulty increase.
  • Shipped menu systems and gameplay for Nickelodeon Kart Racers 3: Slime Speedway.
UE4/5Kart PhysicsNetworkingReplicationDev Tools

Volunteer Game Programmer & Instructor (C++)

Saint Augustin National University
Apr 2020 – Oct 2022 On-site · Arequipa, Peru

C++ | Unreal Engine 4 | Curly Engine

  • Contributed to multiple internal projects focused on gamification and educational game development, implementing gameplay systems and core mechanics.
  • Led development of "Potato Smash" and a Volcano Simulation, designing and implementing features using C++ with Curly Engine and HSGIL.
  • Developed and maintained game logic, systems, and interactive features across projects, alongside independent freelance development work during the same period.
  • Mentored and trained groups of ~10 students in game development covering C++, custom engine tooling, and Unreal Engine 4.
UE4C++Curly EngineHSGILMentoring

Selected Case Studies

A closer look at the problem, the approach, and the result behind three signature systems.

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Kart Physics & Multiplayer Replication

Bamtang Games · DreamWorks All-Star Kart Racing

Problem: A kart racer needed responsive, fair-feeling physics across up to 8 networked players without desync or rubber-banding, while giving designers a fast iteration loop.

Approach: Built a specialised physics module and API on top of the engine, implemented client-side prediction with server reconciliation and interpolation for replication, and shipped internal debugging/trace tools so designers could inspect real gameplay data directly.

Result: 20% reduction in kart-physics development time, 40% reduction in level-design iteration time, and stable 8-player replication shipped in DreamWorks All-Star Kart Racing.

C++NetworkingClient PredictionPhysics
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UE5 Source-Level Systems on a Live AAA Title

Globant · Fortnite, in collaboration with Epic Games

Problem: Two in-game features needed UI architecture that could hold up under Fortnite's real-time performance constraints, working directly against Unreal Engine 5 source rather than project-level scripting.

Approach: Redesigned the UI architecture for both features and modified UE5 engine source directly across networking, rendering, and UI subsystems, working within Epic Games' collaboration process on a live, shipped title.

Result: Two features shipped in Fortnite, with hands-on engine-source experience spanning three major subsystems rather than surface-level scripting.

UE5 SourceRenderingNetworkingUI Arch
The Rise of Hullstorm — Curly Engine early test, gameplay footage ▶ Watch demo — “The Rise of Hullstorm”

Building an Engine From Scratch

Personal project · Curly Engine & HSGIL, since 2019

Problem: Wanted to understand engine and rendering architecture from first principles, and give university classmates a lightweight engine they could actually ship games with.

Approach: Designed Curly Engine's modular, block-customisable core with HSGIL as its OpenGL rendering foundation, built a full UI flow on top, and iterated the rendering mechanics over multiple years.

Result: 30% decrease in rendering time after mechanics improvements to HSGIL; enabled 4+ classmates to ship indie titles ("TROH," "Potato Smash," a Volcano Simulation) for coursework, continuously maintained since 2019.

C++OpenGLEngine ArchitectureRendering

Featured Projects

Open-source engines and graphics systems built from the ground up.

💧

SPH Water Simulation

Smoothed Particle Hydrodynamics implementation for real-time water simulation. Applied fluid dynamics mathematics to create convincing particle-based water behaviour.

C++Physics SimSPHFluid Dynamics
📐

SOD Viewer

Graphical tool for visualizing Second Order Dynamics numerical approaches with real-time parameter adjustment. Built for understanding motion and interpolation maths.

PythonMathsVisualizationDynamics
🔍

CppScanner

Web application that scans images from photographs using the Harris Corner Detection Method, applying homography transformation for properly framed document output.

C++Computer VisionHarris MethodHomography

About Me

I'm a Game Development Professional who started building a custom Game Engine and Graphics Library in my second year of college — and never stopped. That drive to go deep into core systems is what defines my career.

From shipping physics-driven kart racing games at Bamtang Games, to contributing directly to Unreal Engine 5's source code at Globant for Epic Games and a japanese company, I specialize in the hard technical layers most developers never touch: rendering pipelines, network replication, editor tooling, and engine architecture.

I'm passionate about mathematics, physics simulation, and clean code — the kind that other programmers are glad they inherited. I'm currently focused on engine, gameplay-systems, and graphics programming roles.

Outside of work: strategy board games (Go, chess), MOBAs & RTS, science fiction & fantasy literature, acoustic music performance, and hobbyist computational-science simulations.

Location Moquegua, Perú
Availability Remote (Worldwide) · Relocation Negotiable · Immediately Available
Primary Stack C++ · UE5 · OpenGL · Rust
Specialization Engine & Graphics Programming
Education B.Sc. Computer Science, UNSA · Expected 2026 (98% complete)
Languages Spanish · English · Portuguese · Italian

Tech Stack

Languages

C / C++ — 12 yrs Python — 6 yrs C# — 5 yrs Rust — 1 yr

🎮 Game Engines

Unreal Engine 4 Unreal Engine 5 Bevy Curly Engine Unity Godot Raw C++ Engines

🖥️ Graphics & Rendering

OpenGL DirectX 11/12 Vulkan GLSL

🔧 Unreal Engine

C++ Programming Blueprint Networking & Replication Editor Tools AI / Behavior Trees UI / UMG

📐 Programming & Design

Design Patterns Data Structures Algorithm Analysis Unit Testing Physics Simulation

🗂️ Version Control

Git Perforce Subversion Unity Version Control

Get In Touch

Open to senior game programmer roles, engine development opportunities, and interesting technical collaborations. Let's build something great.