Gameplay Programmer and Tools Programmer based in Spain, open to full-time roles and relocation.
I work mainly with Unity and C#, with a focus on gameplay systems, editor tooling, UI, persistence, procedural generation, and applied AI. I like building things that are easy to test, easy to extend, and useful to the people working with them.
- Gameplay systems and player-facing logic
- Unity editor tools and production workflows
- UI implementation and interaction flow
- Save/load, state ownership, and build support
- Procedural generation with deterministic behavior
- Applied AI prototypes and LLM-supported game systems
Commissioned 2D graphic adventure developed through a university initiative for L'Alcora Town Council.
My work covered gameplay systems, UI, bug fixing, and day-to-day production coordination. The project was delivered successfully and received both the Audience Award for Best Video Game and Game with the Most Potential recognition.
Solo final degree project built as a reusable Unity Package Manager package.
It includes interchangeable generators, a mesh pipeline, editor setup automation, deterministic regeneration, save/load support, benchmark export, pooled entities, procedural audio, Jobs, and Burst-oriented performance work.
Mobile horror game created in a 48-hour Unity game jam and later published on the Play Store.
I worked on the gameplay loop, UI implementation, bug fixing, and mobile screen support.
Game Developer and Applied AI Intern at INIT - IA3 Applied Artificial Intelligence & Data Analysis.
From February 2026 to May 2026, I contributed 278 hours to an experimental narrative game supported by large language models. My work included gameplay flow, UI systems, save/load, central game-state refactors, prompt and context reliability work, and Windows/Android build support.
Solo Unity/C# desktop task manager with a Kanban workflow, drag-and-drop interactions, and local JSON persistence.
Unity Editor tool for importing structured Google Sheets narrative data into ScriptableObjects.
The tool handles parsing, automatic type mapping, asset linking, and local asset generation for content pipelines.
Languages: C#, C++, C, Python, TypeScript, JavaScript, Kotlin
Engines and tools: Unity, Unreal Engine, Git, Jira, React, Vite
Areas: Gameplay systems, tools programming, editor workflows, UI systems, procedural generation, persistence, applied AI
- Award for Academic Excellence - Universitat Jaume I
- Audience Award for Best Video Game
- Game with the Most Potential
- Top Honours in the Science Baccalaureate
- Cambridge English C1
- Cisco Cybersecurity Certificate
- Cisco Data Science Certificate
- Physics-Informed Neural Networks seminar
I care about readable architecture, deterministic behavior, and gameplay code that can survive iteration. I build tools when they remove repeated manual work or make content pipelines more reliable, and I prefer simple systems with clear ownership over clever code that is hard to maintain.
- Portfolio: bitemdev.com
- GitHub: github.com/bitemdev
- LinkedIn: linkedin.com/in/miguel-diaz-samper
- itch.io: bitem.itch.io
- X: @bitemgamedev
- Email: bitemgamedev@gmail.com

