| Software Engineer | Game Developer | Bad Web-Dev |

Juan Becerra

Juan Becerra is a software engineer and game developer with 5+ years of professional experience developing gameplay and simulation features, animation systems, tech-art pipelines, and designer tools for AAA video game franchises. He holds a B.S. in Computer Science from Boise State University and has completed several certifications in game development, graphics programming, and software engineering. He is passionate about creating engaging gameplay experiences and game development tools, and is always eager to learn new technologies and techniques in the video games industry. He is currently based in Seattle, WA and is open to remote, on-site, or hybrid opportunities in game development and software engineering.

Outside of work, Juan is a gigging musician for several local and touring bands. He enjoys doing session work for recording artists and playing live shows, and has experience in music production. That probably won't help much on the job, but please consider this when looking for a personality hire.

Skills

Programming Languages

C++ C C# Python Rust Java JavaScript TypeScript Lua SQL Bash PowerShell

Game Engines

Unreal Engine 5 (Source) UE5 Motion Matching Gameplay Ability System Mass / Crowd Chaos Physics Unreal Engine 4 + Blueprints Unity Unity DOTS Godot

Gameplay & Animation

Locomotion Character Physics Motion Matching Distance Matching Custom IK Navigation / Pathfinding Crowd Simulation State Machines Behavior Trees Game AI Collision Detection Physics Integrators Constraint Solvers

Graphics Programming

Vulkan Direct3D OpenGL WebGL Three.js GLSL/HLSL ShaderLab / Cg CUDA / Compute Shaders Procedural Generation

Engine & Systems

Multi-threading Async API Design Entity-Component Systems Data-Oriented Design Memory Management Custom Engine Development Profiling Frame-Budget Engineering Valgrind

Tools & Pipelines

Maya API PySide / Qt ImGui Unreal Plugin Development In-Editor Tooling Visual Debuggers DCC Pipeline Automation Animation Data Pipelines

Game Development Tools

Maya Blender 3ds Max Cascadeur Wwise FMOD

Machine Learning

PyTorch ONNX Runtime GenAI / ML Content Tools Classical AI & Search

AI-Assisted Development

Claude Code Gemini Cursor Codex Agent Skills Context Engineering Agentic Workflows Multi-Agent Systems Agent Harnesses Agent Evaluation

Web, Mobile & Data

React Native Express.js REST APIs Flask Android Vite Web Audio API SQL Server MySQL PostgreSQL

Build & Infrastructure

Git / GitHub / GitLab Perforce CMake Visual Studio CI/CD GitHub Actions Jenkins Docker AWS Google Cloud Linux

Process & Collaboration

JIRA Confluence Trello Agile / Scrum Code & Design Reviews Unit Testing QA Methods Technical Roadmaps Team Leadership Mentoring

Spoken Languages

English (Native) Spanish (Professional)

Music Performance

~1/3 Bachelor of Music Bass Guitar Session Musician Cracked Copy of Ableton

Personality Hire

Sense of humor that can't be replicated with 1,000 data centers.

Education

University of Washington - Continuing Education

Graduate Coursework (Non-Degree) · Seattle, WA
2026 – Present
  • Introduction to Machine Learning
  • Advanced Machine Learning
  • Deep Learning

Boise State University

Bachelor of Science in Computer Science · Boise, ID
2017 – 2021
  • Data Structures
  • Algorithms
  • Version Control and Agile Development
  • Computer Graphics (Graduate)
  • Artificial Intelligence (Graduate)
  • Parallel Computing (Graduate)
  • Object-Oriented Design Patterns (Graduate)
  • 2D/3D Game Development
  • Mobile Development
  • Web Development
  • Linear Algebra

Certifications

Udemy

  • Unreal Engine C++ Game Development
  • Advanced C# Scripting in Unity
  • Advanced C++ Programming
  • Shader Development for Unity with Cg
  • Vulkan API with C++

Coursera & Online Series

  • Game Engine Architecture
  • Game Design Patterns
  • Cherno – Game Engine Development Series
  • Cherno – OpenGL Rendering Series

Experience

Electronic Arts - Lifestyle

Software Engineer (Tools and Tech-Art) · Seattle, WA

2025 – Present
Architected a project-agnostic animation stylization tool in Maya/Python with modular PySide/Qt UIs, adopted across multiple EA studios and cutting manual keyframing by over 70%. Created a high-throughput Unreal Engine C++ plugin that exports in-game character trajectory, pose, and velocity data for motion-matching animation databases. Prototyped and integrated genAI/ML content tools using PyTorch and ONNX Runtime, including automated asset tagging and procedural pose generation, focused on being fast and non-intrusive for artists across EA projects.

Electronic Arts - Maxis Studios

Software Engineer (Gameplay and Animation) · Seattle, WA

2021 – 2025
Contributed to the pre-production of Project Rene, an upcoming Sims experience built in Unreal Engine 5. Architected a multi-threaded async path-planning and navigation API in C++ for deterministic character routing and real-time obstacle avoidance, held under a 1.5ms frame budget. Implemented core locomotion and animation runtime features, including motion matching, distance matching, custom IK, and animation event systems. Worked on gameplay systems with GAS, along with dense crowd and shared multiplayer simulation. Built in-editor tuning tools and visual debuggers for designers and technical animators. Profiled runtime memory, compute, and frame budgets, eliminating hitches in character evaluation graphs and spatial query sweeps. Worked closely with gameplay design, technical animation, QA, and the simulation and experience-design teams to prototype, iterate on, and polish features.

Lionbridge

Senior Games Test Engineer · Boise, ID

2020 – 2021
Led a team of QA testers at Lionbridge, an outsourced functional and localization testing firm for video games, working on live-service multiplayer titles. Created well-documented bug reports through a combination of combinatorial, tree, regression, and ad hoc testing methodologies, triaged in JIRA. Provided additional insight on existing bug reports using previous knowledge of engine and gameplay programming.

TurnUp

Software Engineer Intern · Remote

2020
Interned as a team lead for the development of TurnUp, a web/mobile app for a youth activism organization and networking. Developed cross-platform API for application features in React Native and Express.js. Handled pull requests, code reviews, and unit testing for the intern team’s feature implementations.

Boise State University - Department of Computer Science

Undergraduate Research Assistant · Boise, ID

2020
Developed a distributed content production pipeline intended for Boise State University’s “World Museum” project. Researched and implemented image processing and compression algorithms to develop web-based digital asset management software. Designed and implemented database schemas for the asset tagging system.

Boise State University - Advising and Academic Support Center

Learning Assistant · Boise, ID

2019 – 2020
Assisted in courses on object-oriented design principles, test-driven development, and elementary data structures. Held tutoring sessions to assist students in designing and debugging Java programming projects. Refactored auto-grading system for new online summer curriculum.
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