Curriculum Vitae

Yatima Santamorena



Present

2023 October - Future

Working as contractor in People Can Fly (ex Epic Games Poland) as a Senior Build Engineer.

2023-2024: Maintained the current pipelines with Jenkins + Groovy and started implementing Epic Games’ BuildGraph solution to simplify Unreal compilation.

2024-2025: Owner of the Epic Games’ Horde build system used internally

2026 - Now: Perforce admin, Swarm admin, Ansible deployment, Docker, Robomerge, every kind of automation!

2023 August - Now I am presently working on retainer as a contractor for Anguilla-based consulting company NHB Consulting SEZC, providing networking support for MikroTik devices, Ubiquiti, OPNSense and cybersecurity coaching for its senior staff of digital nomads.

Past

2023 June - August Worked very briefly in Crytek, as a Build Engineer to maintain the automated processes to build Crysis 4, Hunt and CryEngine and distribute them to customers and QA. Python was the main scripting language of the build system.

2021 - 2023 I worked as the Build Engineer of GameMaker engine, part of YoYoGames, subsidiary of Opera as a contractor.

2021-2022: R&D about developing a new build system to compile the game engine on the cloud with GitHub Actions and AWS 2022-2023: maintenance on the new build system As part of my responsibilities, I designed with Python, C# and PowerShell the automated process for compiling and packaging the game engine runtimes and IDE across a wide range of platforms, including Android, HTML5, iOS, Linux, Mac, WebAssembly, Windows, and tvOS.

Additionally, I utilized SDKs for consoles such as PS4 and PS5, Switch, Xbox One, and Xbox Series XS, to ensure the seamless functioning of the game engine and IDE on these platforms.

Compilation was performed as a mix of on-premises and the cloud, with and without Docker containers.

AWS services like S3 were also used for the pipeline for artifacts storage.

2020 December - 2021 March Helped as a Junior C++ Software Developer in Zuru Tech a medium-sized team develop an arch-viz BIM software with a fork of Unreal Engine 4 using C++14, Visual Studio and Rider. My tasks involved writing reliable tests that detected potential flaws and errors, contributing to the overall stability and robustness of the building.

2020 September - December Briefly worked as a Junior Gameplay Programmer for Ubisoft

Mario Rabbids: Sparks of Hope with the teams in Milan and Paris with a modified Snowdrop engine, C++17, Perforce and Windows environment I was responsible for designing and implementing a C++ backend to automate the generation of the navmesh, which facilitated AI pathfinding in the game.

2019 Career break to work on myself and to study programming 🌱

2016 - 2018 I developed for a startup called Sfera Productions: VR virtual tours, experiences, documentaries, and video games; with a small team using various early-market headsets such as Oculus DK2, HTC Vive, Samsung Gear, Cardboard, and Daydream.

We utilized Unreal Engine 4.x as our development engine. One notable collaboration was with Cranio Creations, an Italian board game manufacturer, where we digitized a tabletop board game to run within Unreal with VR controllers.

We showcased multiple VR video games and experiences at Lucca Comics & Games, one of Europe’s largest comic-cons, where we had our own stand. Additionally, I contributed to the publication of a video game on Steam.

Alongside occasional C++ programming, my main focus was on performance optimizations.

As we were running VR simulations on hardware not specifically designed for virtual reality, including high-end Android phones like Samsung Gear compatible devices, I tackled challenges related to draw calls, pixel overdraw, mesh optimization, and benchmarking bottlenecks within projects. Also extending Unreal’s Blueprints functionality using C++.

2015 - 2016 I collaborated for a startup ITC Consulting with a small team on a driving simulator project using Unity Engine, C#, and external libraries.

Developed a high-performance C# library for real-time user action recording, storing them in a local SQLite database to enable replay analysis by teachers. Utilized Windows kernel DLL APIs in C# to establish a connection between the cockpit hardware and Unity, enabling the simulation of vehicle inertia and collisions through an emulated RS-232 serial port with USB on Arduino. Maintained an AI system to control multiple agents simulating traffic in a city environment.

Achievements

2013: First place in Rotary Club Rome C++ competition

Education

2013-2016: Sapienza Rome University, Computer Science, left after a while to work in the job sector with startups and 3D engines because there were no 3D courses available in university

Languages

My native language is Italian and I use English regularly in a professional context

More about me

Hello! 👋

I am Yatima, I was born in Italy but my family tree goes back to South America.

I started playing with computers since I was 3 years old and years later one day I bought a computers magazine that shipped a software called “The Games Factory” and as you can imagine I started tinkering around with game engines ever since!

Decided to study some Computer Science in Italy but there were no 3D engines courses available so I decided to delve deeper by myself into how 2D and 3D engines work and studied more the 3D graphics rendering side of things while also working for some nearby startups.

I really like playing Dungeon & Dragons so if you use Roll20 send me a message!

I also tinker around with home automation stuff (KNX, Raspberry Pi & Home Assistant).

At home I have Ubiquiti devices because that’s how you do a nice network 😎 (If you need any help contact me!)

As anime I really enjoy One Piece! 🏴‍☠️ Chainsaw Man!

And as always I’m very excited about the crypto space and RISC hardware.