Cristian Fernández
Senior Gameplay Programmer
PROFESSIONAL PROJECTS
Project | 1




Rainbow Six Siege
Language | C++
Company | Ubisoft
Release date | 01 / 12 / 2015
Platform | PC / PS4 / PS5 / XBOX ONE / Series X-S
Engine | Anvil
Rainbow Six Siege is a tactical multiplayer FPS focused on team-based combat, environmental destruction and unique operators with specialized gadgets.
Released in 2015, it has become one of Ubisoft's longest-running live-service titles.
My contributions:
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Reworked operators such as Nomad, Fuze and Clash
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Developed the Drone Wall secondary gadget
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Worked on Team Deathmatch, Free For All, Attrition and other game modes
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Contributed to Dual Front, released as part of Siege X
Project | 2




Die After Sunset
Language | C#
Company | Playstark Games
Release date | 11 / 02 / 2022
Platform | PC (Steam)
Engine | Unity 3D
A fast-paced roguelite third-person shooter where players fight increasingly difficult enemy waves while collecting upgrades and items to survive until sunset.
My contributions:
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Player abilities and gameplay systems
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Enemy AI
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HUD and UI
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Audio systems
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Evolution of gameplay systems originally created for Agents: Biohunters
Project | 3




Agents: Biohunters
Language | C#
Company | Playstark Games
Release date | 07 / 04 / 2020
Platform | PC (Steam)
Engine | Unity 3D
Agents: Biohunters is a multiplayer competitive videogame. In this project exists a lot of different characters with different abilities and roles in the team. The objective is join a team and compite against other players to defeat Rognar (an enormous monster) and win the clash!
My contributions:
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Developed all playable heroes and abilities
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Technical animation systems
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Gameplay programming
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Boss AI (Rognar)
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UI and audio systems
PERSONAL PROJECTS
Project | 1


Action Game Prototype
Language | C++
Engine | Unreal Engine
Year | Currently working
Action gameplay prototype built in Unreal Engine focused on exploring and implementing ability-driven combat systems using the Gameplay Ability System (GAS).
The project aims to develop responsive and modular gameplay mechanics typical of modern action games, with emphasis on ability design, player interaction and combat flow.
Currently in development, the project serves as a technical exploration of Unreal Engine’s gameplay architecture and GAS framework for action-oriented gameplay systems.
Project | 2




Super Street Fighter II Tribute
Language | C++
Engine / IDE | Visual Studio
Year | 2017
Fighting game prototype inspired by Super Street Fighter II, developed from scratch in C++ as a two-week intensive project during my Master’s degree in Video Game Design and Development at UPC.
The project focuses on recreating core fighting game mechanics such as movement, attacks, hit detection and basic combat rules without using an external engine, building the entire gameplay structure from low-level code.
All systems were implemented in C++, including input handling, collision logic and gameplay loop architecture, aiming to replicate the feel of a classic 2D fighting game within a custom framework.
Link: https://github.com/IzabranTebras/Super-Street-Fighter-II/releases
Project | 3




Glitch
Language | C#
Company | Team Glitch
Engine | Unity 3D
Year | 2016
Unreleased indie platformer built around the concept of “glitching” and manipulating broken game systems to progress through levels. The core gameplay revolves around altering parts of the environment to unlock new paths and solve platforming challenges.
I worked as Lead Programmer within a small team of three programmers, taking ownership of several core gameplay areas and coordinating technical implementation across systems.
My main contributions included AI systems, UI implementation, 3C (character, camera and controls), and technical animation. I was also responsible for designing and implementing the boss fight, as well as an additional level that was ultimately not completed.
Project | 4




Nobunaga's Zork
Language | C++
Engine / IDE | Visual Studio
Year | 2016
Text-based adventure game inspired by Zork, reimagined with a feudal Japan setting. The project focuses on building a custom narrative and command-based interaction system from scratch.
The game includes a custom text parser that interprets player input and translates it into gameplay actions. It also features a branching narrative structure with multiple states depending on player decisions and progression.
Player interaction is built around navigation between different scenes and rooms, combined with an inventory system for managing items and solving simple progression challenges. The whole experience is driven by event-based gameplay logic.
Link: https://github.com/IzabranTebras/NobunagasZork/releases
Project | 5




Omega Universe
Language | C#
Engine | Unity 3D
Year | 2015
Fully developed solo project exploring augmented reality gameplay on mobile devices, combining RPG mechanics with real-world interaction using Unity and Vuforia.
A playable prototype created as a final university project focused on AR interaction systems and mobile game design.
Article: http://ddd.uab.cat/record/143563?ln=ca
Link: https://github.com/IzabranTebras/OmegaUniverse/releases