JL

Jorge Luis Arriarán Saldías

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SOFTWARE ENGINEER — FULL-STACK · BACKEND · GAMEPLAY

Vancouver, BC

Universidad Tecnológica de Chile INACAP

À propos

Versatile software engineer with 14+ years of experience shipping production systems end-to-end — backend, cloud, and Unity gameplay. For the last three years I have owned the monetization, subscription, and cloud-services layer of two live mobile games for kids, architecting cross-platform (Apple + Google) purchase backends and full-stack feature slices from the client through to serverless infrastructure. Comfortable as a sole owner of complex systems and as a technical lead of multidisciplinary teams. Proactive, adaptable, and driven to raise the reliability and clarity of everything I touch.

Compétences

  • Agile
  • Amazon Web Services
  • Angular
  • Souci du détail
  • Tests automatisés
  • C#
  • CI/CD
  • Communication
  • CSS
  • Docker
  • Git
  • GitHub
  • Google Cloud
  • HTML
  • Java
  • JavaScript
  • Jira
  • Laravel
  • Leadership
  • Linux
  • Microsoft Azure
  • MongoDB
  • MySQL
  • .NET
  • Node.js
  • PHP
  • PostgreSQL
  • Résolution de problèmes
  • Assurance qualité
  • Collecte des exigences
  • API REST
  • SQL
  • Travail d’équipe
  • TypeScript

Expérience

  1. Software Engineer — Backend, Cloud & Gameplay

    Originator Inc.

    sept. 2023 to juill. 2026

    Owned the monetization, identity, and cloud-services layer across two mobile titles for children (Cubric and PAW Patrol Forever), working from the Unity client through to serverless backends — sole or primary author of most of these systems. • PAW Patrol Forever · 2025 – 2026 • Cubric · 2023 – 2024 • Sole architect of the cross-platform subscription & purchase backend (Node.js / Firebase Cloud Functions): ingests and deduplicates Apple App Store Server Notifications v2 and Google Play notifications, reconciling an authoritative subscription state onto Firestore that the client reads for access control. • Built the in-app purchase system end-to-end on the Unity client (Unity Purchasing 5.3.1): consumables and non-consumables, deferred “ask to buy” flows, receipt validation, and server-verifiable purchase attribution. • Engineered subscription-lifecycle logic including family-sharing revocation cascade, trial-over-paid protection, and a deferred/resumable new-purchase flow tolerant of client/backend write races. • Built the Firebase account & identity system from scratch — anonymous, email/password (with verification), Google, Apple, and passwordless sign-in, plus deletion. • Unified the analytics layer across Firebase, Mixpanel, AppsFlyer, and Crashlytics; authored the CI build/signing pipeline and the backend architecture documentation. • Designed and built the matchmaking and game-server orchestration service (C# / .NET, MongoDB): a player-to-session matching engine with slot reservation, rejoin, and friend-group seating, plus demand-driven auto-scaling of game-server instances. • Primary author of the real-time multiplayer game-server runtime (UDP networking), hosting world sessions and synchronizing live state with the matchmaker. • Sole owner of the client Daily Reward system (reward calendar, economy integration, backend claim endpoint, live-ops tooling) and a cross-platform local-notification system. • Top contributor to the PlayFab serverless backend (Azure Functions): built the daily-rewards and multiplayer bot-data subsystems and led a project-wide reliability and error-handling overhaul that sharply improved production error detection.

  2. Senior Unity Developer

    Azumo (subcontracted to Zynga)

    sept. 2022 to août 2023

    • Full ownership of 2+ game mechanics from scratch — leading engineers and UI/UX implementation, writing specs, and producing cost estimations. • Owned WebGL export and modular builds; fixed a range of runtime issues to ship correctly. • Developed backend areas of internal web admin tools for customer support. • Built custom bulk data-editing tools with optimizations to assist non-engineering colleagues.

  3. Team Leader / Senior Game Engineer

    OCL Play (subcontracted to Osmo)

    janv. 2020 to août 2022

    • Designed the architecture of Counting Town and implemented its analytics and augmented-reality systems. • Refactored the First-Time-User-Experience system from a static step sequence into a modular framework; owned Shop, Rewards, memory-footprint, and on-demand asset load/unload. • Led a team of 5 to deliver DLC content for ABC, and a 13-person multidisciplinary team (artists, animators, engineer, sound, art director, PM) building v2 of Shape Builder.

  4. Full-Stack Developer

    PagoFácil

    août 2019 to déc. 2019

    • Diagnosed and fixed critical AWS ECS errors, saving the company significant cost. • Led the API Gateway migration to API 2.0 and OpenAPI 3.0 adoption; resolved machine saturation/crash issues on AWS.

  5. Full-Stack Developer

    comScore

    févr. 2019 to août 2019

    • Built features for big-data analysis pipelines, interlinking data sets and standardizing reusable input forms. • Automated repetitive manual steps; used parallelism, dependency injection, and concurrent collections to speed up reporting.

  6. Full Developer (Solo)

    Intar21

    janv. 2018 to déc. 2019

    • Solo-developed and improved 4 educational AR games (Vuforia), each with 6 activities and 10 exercises per activity. • Integrated API calls with the Unity client; improved and fixed 3D models; configured and deployed the AWS platform.

  7. CEO & Developer

    sempaq.cl & deptoenlinea.cl

    janv. 2013 to janv. 2019

    • Solely built a supermarket-packaging operations platform (shifts, attendance, coordination) serving 250+ concurrent users. • Solely built a condominium/property-management platform (expenses, collections, notifications, reporting) with 500+ registered users.

  8. Full-Stack Developer

    Compañía Minera San Gerónimo

    janv. 2011 to déc. 2018

    • Developed across web, mobile, desktop, databases, and architecture for nearly every area of the company; built an alternative SharePoint after a server failure, saving significant cost. • Designed and implemented REST web services and hybrid/native Android apps (Java); led Git adoption; upgraded legacy VB6 systems to VB.NET / C#; mentored 2 interns.

Formation

  1. Universidad Tecnológica de Chile INACAP

    Computing Engineer

    La Serena

    2010

    Credential assessed & certified by IQAS (Alberta, Canada)

Permis et certifications

  • Information Privacy & Security (Group 1: ALL)

  • SBE Comprehensive — Playtester (Group 2)

  • Safe Development

Langues

  • espagnolLangue maternelle