Curriculum Vitae

As it was in April 2024

Yatima Santamorena

Ljubljana, Slovenia

contact@yatima.me

Job Experience

2023 October - Present

Working as contractor in People Can Fly (ex Epic Games Poland) as a Senior Build Engineer. Maintained the current pipelines with Jenkins + Groovy and started using Epic Games’ BuildGraph solution to accelerate Unreal compilation.

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.

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 were also used for the pipeline.

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

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.

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