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Mateo S.MS

Mateo S.

Online / Gameplay Programmer | Unreal | Unity

€250/day
La Rochelle, FR
0-2 years

Average response time: 1 hour

Freelancer profile translated to English.
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About Mateo

Passionate developer specializing in gameplay and network architectures. Proficient in both C++ and C#, I design robust solutions, from high-performance code structures to real-time synchronization optimization. My approach is to transform complex technical challenges into clean, efficient, and reliable code.
  • French

    Native or bilingual

  • English

    Fluent

Can work on-site
La Rochelle (up to 50km)

Experience

  • Creajeux
    Heist Day - Multiplayer Unreal Engine Game
    March 2026 - May 2026 (2 months)
    Nîmes, France
    Competitive 2v2 multiplayer shooter game running on a synchronized dedicated server architecture via a custom backend.

    My Contribution:

    - Lead Dev & Project Management (DevOps/Roadmap)

    Technical Direction: Roadmap management, task distribution, and maintaining the overall vision between artistic and technical teams.

    - Backend Architecture & Matchmaking (Go / EOS)

    Custom Go Backend: Full development of an external microservice for dynamic game server management and matchmaking via an HTTP/JSON API.

    Epic Online Services (EOS) Integration: Implementation of authentication, session management, and friend invitations within an interactive 3D lobby.

    - Network Gameplay & Authoritative Synchronization (Unreal Engine C++)

    Multiplayer Game Loop: Complete server logic (GameMode, PlayerState, GameState), round management, team assignment, and role-swapping system.

    Netcode & Synchronization: Authoritative replication of key mechanics (shooting system, respawns, alarms) and network performance optimization for physical element destruction (Chaos/Fracture).

    Multiplayer Polish: Full network synchronization of the UI (leaderboards, cutscenes, game stats), visual effects (bullet decals), and audio.
    C++ Unreal Engine 5 Multiplayer Blueprint EOS
  • Self Employed
    LKZ Multiplayer Ecosystem
    October 2025 - May 2026 (7 months)
    Nîmes, France
    Three projects, one system: a multithreaded C++ network engine (TCP/UDP), a Go backend for online services, and a multiplayer TPS that runs it all.

    Network Engine:

    Event-Driven Networking
    Asynchronous I/O (IOCP)
    Multithreading
    Big Endian Serialization
    Custom efficient protocol
    Partial Bitpacking
    Full metrics tracker for monitoring
    Full Authoritative Server
    ECS Integration for entities
    Navigation, Pathfinding & Navmesh with Recast Navigation
    Session-based architecture
    Lightweight architecture
    UDP for simulation, TCP for reliability
    Optimized Batching
    Zero-Allocation I/O Pipeline

    Online Services (Backend):

    Lobby Management
    Matchmaker
    Session Management & Attribution
    Custom Protocol
    Secured I/O Handling

    Game Demo (Unity client):

    Complete TPS camera controller using Cinemachine
    Complete Synced Weapon System (creation, data, actions)
    Complete Synced TPS Character Movement — prediction, interpolation and reconciliation
    Complete Menu / Lobby / Matchmaking
    AI Entities fully synchronized and server-driven
    Burst, Native Array and Jobs for efficient entity movement
    Client / Server Architecture
    Complete console — network, server and client metrics
    Synced Procedural Animation
    Unity 3D C++ C# Multithreading DevOps
  • Creajeux
    Extraction Z - Multiplayer Unity Game
    March 2025 - May 2025 (2 months)
    Nîmes, France
    Extraction Z is a competitive 3v3 FPS where two teams battle in a hostile environment populated by mutants. The objective is to locate an artifact and bring it back to base, while surviving hordes of zombies and enemy assaults.

    My Contribution:

    Development of a first-person character controller with complex player physics.

    Creation of an advanced camera system for a smooth and immersive gameplay experience.

    Implementation of a complete custom body awareness system using procedural animations.

    Design of the weapon management system, including shooting mechanics.

    Handling synchronization of player movements, shots, and visual effects (VFX) with Netcode for Entities.

    More Information:
    C# Multiplayer ECS Unity 3D

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Education

  • Bachelor in Video Game Programming
    Creajeux
    2026
  • BTS Computer Science - SIO SLAM, with honors
    Lycée de la Venise Verte
    2022

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