Build systems, game engines, release automation

YatimaSantamorena

Build & DevOps Engineer with C++ background

Yatima Santamorena avatar
2023-now Entire People Can Fly DevOps infrastructure, Horde ownership, Perforce and Swarm administration
2021-2023 GameMaker runtimes and IDE packaging across desktop, mobile, web, tvOS, and consoles
2016-2018 VR and Unreal performance work across PC and mobile headsets

Selected Work

People Can Fly build platform

  • Senior Build Engineer contractor for People Can Fly, formerly Epic Games Poland
  • Manage the entire DevOps infrastructure across Epic Games' Horde, Perforce, Swarm, Jenkins, Groovy, Unreal BuildGraph, Ansible, Docker, Kubernetes, Rancher, Harvester, Headlamp, Portainer, Homepage, and Robomerge
  • Operate the production build platform end to end, from source control and build orchestration to deployment, cluster administration, and automation
  • Integrate AI agents to automate boring and repetitive DevOps tasks
  • Focus: make large Unreal pipelines easier to operate, easier to debug, and easier for the whole team to understand

GameMaker multi-platform releases

  • Built and maintained automation for compiling and packaging GameMaker runtimes and IDE releases
  • Supported Android, HTML5, iOS, Linux, macOS, WebAssembly, Windows, tvOS, and console SDKs including PS4, PS5, Switch, Xbox One, and Xbox Series XS
  • Worked across Python, C#, PowerShell, GitHub Actions, Jenkins, Docker, AWS, and S3
  • Focus: turn a wide platform matrix into repeatable build and release paths

Unreal and VR performance work

  • Developed VR virtual tours, experiences, documentaries, and games in Unreal Engine 4.x
  • Worked with early-market hardware including Oculus DK2, HTC Vive, Samsung Gear, Cardboard, and Daydream
  • Optimized for hardware-constrained VR: draw calls, pixel overdraw, mesh complexity, benchmarking, and C++ Blueprint extensions
  • Focus: keep interactive experiences comfortable and shippable on hardware that did not forgive waste

Projects

  • Drill - File search that goes nyoom, built because waiting for search results is spiritually damaging, Visit Drill
  • GMILauncher - A practical GameMaker-related launcher/tooling project, View on GitHub

Experience

People Can Fly / ex-Epic Games Poland - Senior Build Engineer contractor

October 2023 to present

  • Manage the entire DevOps infrastructure for production development and build operations
  • Operate Epic Games' Horde build system as the internal platform owner
  • Administer Perforce and Swarm for production development workflows
  • Maintain and improve game build pipelines around Jenkins, Groovy, Unreal, and BuildGraph
  • Automate deployment and operations with Ansible, Docker, Kubernetes, Rancher, Harvester, Headlamp, Portainer, Homepage, and Robomerge
  • Integrate AI agents into DevOps workflows to automate boring and repetitive tasks

NHB Consulting SEZC - Retainer contractor

August 2023 to present

  • Provide technical support for an Anguilla-based consulting company
  • Support networking and security operations for MikroTik, Ubiquiti, and OPNSense devices
  • Coach senior staff on practical cybersecurity habits and operational safety

Crytek - Build Engineer

June 2023 to August 2023

  • Maintained automated build processes for Crysis 4, Hunt, and CryEngine
  • Supported distribution of builds to customers and QA
  • Worked primarily in Python on build-system automation

GameMaker / YoYoGames / Opera - Build Engineer contractor

June 2021 to March 2023

  • Designed automation for compiling and packaging engine runtimes and IDE releases across desktop, mobile, web, tvOS, and console platforms
  • Researched and implemented cloud build work using GitHub Actions, AWS, and S3
  • Maintained build and release systems with Python, C#, PowerShell, Jenkins, and Docker
  • Worked with platform SDKs for Android, iOS, macOS, Linux, Windows, WebAssembly, PS4, PS5, Switch, Xbox One, and Xbox Series XS

Zuru Tech - Junior C++ Software Developer

December 2020 to March 2021

  • Worked on arch-viz BIM software built on a fork of Unreal Engine 4
  • Developed in C++14 with Visual Studio and Rider
  • Wrote reliability tests that helped detect flaws and improve product stability

Ubisoft - Junior Gameplay Programmer

September 2020 to December 2020

  • Worked on Mario + Rabbids Sparks of Hope with teams in Milan and Paris
  • Built C++17 backend automation for navmesh generation in a modified Snowdrop engine
  • Worked in a production environment using Perforce and Windows tooling

Sfera Productions - Unreal Engine / VR Developer

2016 to 2018

  • Developed VR virtual tours, experiences, documentaries, and games with Unreal Engine 4.x
  • Built for Oculus DK2, HTC Vive, Samsung Gear, Cardboard, and Daydream
  • Digitized a Cranio Creations tabletop board game in Unreal with VR controllers
  • Showcased work at Lucca Comics & Games and contributed to a Steam release
  • Focused on draw-call reduction, pixel overdraw, mesh optimization, benchmarking, and Blueprint extensions with C++

ITC Consulting - Unity Developer

2015 to 2016

  • Developed a Unity driving simulator with C# and external libraries
  • Built a high-performance C# action-recording system backed by SQLite for replay analysis
  • Connected cockpit hardware through Windows APIs, emulated RS-232, USB, and Arduino
  • Maintained traffic AI for city simulation scenarios

Skills

Build and release engineering

  • CI/CD, build automation, packaging, release operations, developer tooling, build farm operations
  • Perforce, Swarm, Horde, Jenkins, GitHub Actions, BuildGraph, Robomerge
  • Python, C#, PowerShell, Bash, Groovy, Inno Setup Pascal

Platforms and infrastructure

  • Windows, Linux, macOS, Android, iOS, WebAssembly, tvOS
  • Docker, Kubernetes, Rancher, Harvester, Ansible, AWS, S3, Headlamp, Portainer, Homepage
  • Networking with MikroTik, Ubiquiti, and OPNSense

Game and engine development

  • C, C++, C#, Unreal Engine 4, Unity, OpenGL, SDL2
  • Console SDK experience: PS4, PS5, Switch, Xbox One, Xbox Series XS
  • Performance work for VR and hardware-constrained interactive systems

Education

Sapienza University of Rome - Computer Science

2013 to 2016

  • Studied Computer Science before moving directly into startup and 3D engine work

Awards

Rotary Club Rome - Youth Award for Science and Technology

2013

  • First place in a C++ programming competition

Languages

  • Italian: native
  • English: used regularly in professional contexts

More

  • Started programming through game-making tools and stayed curious about engine internals, graphics, build systems, and performance
  • Interested in home automation, KNX, Raspberry Pi, Home Assistant, Ubiquiti, search engines, RISC hardware, and teaching