Matías Gabler
Software Engineer
Hello! I'm Matías, a Software Engineer with 3+ years of experience supporting creative teams in shipping projects that have collectively reached over 1M downloads across PC, console, and mobile platforms, with experience in Gameplay, Systems, Porting and optimization.I am currently pursuing a Master of Digital Media at the Centre for Digital Media in Vancouver, with a focus on strengthening my ability to support artists and designers through software and tool development. Because of this, I'm seeking opportunities beginning in September 2026.I am seeking full-time Software Engineering opportunities in the games industry, with a focus on tools engineering, porting, gameplay engineering or engine development.Thank you for reviewing my portfolio!
Work
Contributions
Developed reusable tools and gameplay systems for biome creation and dialogue/cutscenes production.
Built a flexible achievement framework supporting diverse gameplay tracking.
Optimized rendering and gameplay systems for console platforms and implemented porting-specific features, focusing on Xbox and Nintendo Switch.
Created shaders with customizable parameters for artists to adjust.
Key Results
Delivered 25+ hours of gameplay content by developing reusable systems for designers, expanding the project by 4 additional biomes beyond the original scope.
Shipped a scalable achievement system supporting 60 distinct achievements across gameplay types.
Achieved nearly 2x performance improvement through rendering and game logic optimizations that made console versions viable.
Successfully shipped the game simultaneously on PC, Xbox, PlayStation, and Nintendo Switch.
Contributions
Designed and implemented the mirror labyrinth level during the original game jam.
Contributed to the Steam release polish, including shader work, gameplay refinements, achievement implementation, localization, and quality-of-life hotfixes.
Key Results
Delivered a stable mirror labyrinth system maintaining target frame rate with more than a hundred reflective surfaces.
Supported a successful Steam launch that reached over 500K downloads.
Contributions
Implemented gameplay features to support client design goals.
Coordinated programming efforts to improve feature integration and reduce branching issues.
Acted as gameplay designer, aligning team ideas into a cohesive prototype.
Key Results
Delivered a fully playable prototype for Ludic Lemur in under 13 weeks, meeting a tight production timeline from concept to execution.
Successfully produced a space-operation gameplay experience built in Unreal Engine 5, aligned with the client’s design objectives and core vision.
Contributions
Built and implemented all 10 minigames across the game’s story.
Worked closely with artists to integrate and support all required minigame assets.
Key Results
Teacup reached over 700+ “Overwhelmingly Positive” Steam reviews.
The game has exceeded 500,000 downloads across all platforms.
My first fully commercial release after 5 years of hobbyist game development.
Volunteering
Resume
Experience
Software Engineer (Gameplay, Systems & Tools)
Smarto Club / 2024 - 2026
Delivered 25+ hours of gameplay content by developing reusable systems for game designers.
Built workflow tools for narrative sequences and cinematics, reducing implementation time by 30% through faster iteration.
Improved performance by up to 2x through rendering and gameplay logic optimizations, enabling viable console releases of Bubblegum Galaxy.
Shipped Bubblegum Galaxy simultaneously on PC, Xbox, PlayStation, and Nintendo Switch.
Gameplay and Tools Software Engineer
Lonely House / 2024 - 2024
Optimized performance to consistently achieve target frame rates in an environment featuring over 100 reflective surfaces.
Supported a successful Steam launch that reached over 500K downloads.
Contributed to release polish and quality improvements, including shader development, gameplay refinements, achievement implementation, localization support, and quality-of-life updates for the game Rental.
Mobile Software Engineer
SoyMomo / 2023 - 2024
Developed native Android and iOS applications using Android Studio, Kotlin, XML, Xcode, Swift, SwiftUI, and UIKit, contributing to the company's mobile ecosystem.
Developed multiple applications for the Space 3.0 smartwatch platform, including a centralized service for cross-application communication that reduced application launch times by 50%.
Designed and developed backend API endpoints using Parse SDK to support communication between mobile and wearable applications.
Gameplay and Tools Programmer
Fishbowl Team / 2022 - 2023
Built an internal Unity framework tailored to designer workflows, accelerating content iteration for a narrative adventure racing game.
Secured a government grant from the Chilean Ministry of Arts and Culture for $10,000 USD to support early-stage development and studio growth.
Led Fishbowl City: Racebots prototype through selection into Code Coven's Solstice Program, an accelerator showcasing games with positive social impact.
Gameplay Programmer
Smarto Club / 2020 - 2022
Implemented and shipped 10 minigames within a 6-month development cycle without requiring scope reductions.
Contributed to the successful launch of Teacup (500K+ downloads).
Collaborated closely with artists across four game projects, helping align technical implementation with creative goals.
Resume
Other Experience
Programming Teaching Assistant 2017-2021
Pontificia Universidad Católica de Chile
Served as a Teaching Assistant across four academic terms, supporting undergraduate programming courses.
Mentored and guided students in Introduction to Programming for three consecutive terms, teaching programming foundations using Python.
Assisted in Programming as a Tool for Engineering for one term, helping students apply programming concepts to interact with databases and use data analysis algorithms, focusing on the industrial engineering department.
Recognized as an Advanced Teaching Assistant by the Department of Computer Science for good performance in teaching and student support.
Beyond the university, provided mentorship in game jams and taught introductory programming to junior high school students during my undergraduate studies.
GameJam Site Organizer - Santiago de Chile
GGJ and GameJamPlus
Helped organize Chile’s largest Global Game Jam site, supporting events with 100+ participants annually from 2019–2022.
Managed procurement of food, supplies, and participant materials to ensure event operations.
Contributed to event budgeting and resource planning in collaboration with the organizing team.
Coordinated with university departments to secure venue access, security, and reliable Wi-Fi infrastructure for participants.
Supported the organization of Game Jam Plus Chile 2019, an international competitive game jam initiative.
Resume
Education
Bachelor of Engineering Sciences 2016-2020
Pontificia Universidad Católica de Chile
An engineering sciences program focused on software development, with a Major in Software Engineering and a Minor in Data Science & Analytics, complemented by studies in User Experience, Infographic Design, and Creative Coding through interdisciplinary electives from the School of Design.
Resume
Awards & Recognitions
IGDA-F 2022 International Scholar
IGDA Foundation
Selected as an IGDA Foundation Scholars recipient, taking part in a 6-week professional development program imparted by expert coaches, industry veterans, and game companies, including a one-to-one mentorship, with the objective of empowering the next generation of video game developers from underrepresented communities.




















