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Welcome to my Portfolio

Hi! I'm Lucas Conti. +7 years of experience. Senior Unity Developer from Argentina, focused on creating immersive and exciting experiences.

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Experience

  1. Sr. Unity Developer – Eggscape Entertainment Inc

    EGGSCAPE, a multiplayer Mix-Reality game for Meta Quest, Android XR, approved for PICO, and rebuilt as a third-person PC shooter for Steam in two months as Port Lead. Gameplay, .NET and Typescript backend, internal editor tools, release pipeline, ECS, optimization and store configuration, leading one of the two dev teams.,

  2. Unity Developer – Patch Notes UG

    Oprør, a multiplayer autochess play-to-earn free-to-play with deck building. Gameplay, UI, internal editor tools, reactive programming, complex systems and code review.

  3. Freelance Unity Developer

    Mobile games and tasks on a cards collector clicker and porting a Tower Defense from iOS on swift to android using Unity.

  4. Freelance translations

    English to Spanish translation of a British mystery novel and some formal documents.

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Build Wizard

C# Library

2024 — Today
Build Wizard

Build Wizard is an open-source and easy to use Unity editor tool for automating the build process and deploying directly from Unity, still in development. Internally it works with a modular architecture, so new build steps can be added without editing the existing code. The open-source version is currently paused, because I was developing a customized edition of it for EGGSCAPE.

I originally planned to sell it on the Asset Store, but ultimately decided to make it open-source. Development of this version will resume soon.

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EGGSCAPE

Eggscape Entertainment Inc

2023 — 2026

Eggscape is a free-to-play online multiplayer Mixed Reality brawler for the latest XR headsets. It was presented at GDC 2024 at the Meta booth, and won XR Standout at the Game Changers Awards 2025. Separately, the location-based version of the game runs as a permanent installation in China. It's released on the Meta Store and Google Play, approved to be released soon on the PICO Store, and the Steam version is open for wishlists. This ambitious project has undergone many vision changes, but consistently showcases great creativity and a talented team behind it.

I was Port Lead for the PICO and Steam releases, and supported the Android XR port. For Steam I rebuilt the game as a third-person shooter, putting more focus on the chaotic shooting combat the game already had, with new gameplay, quality of life changes and graphic improvements we couldn't bring to the original headset launch because of hardware limitations. On the main version I implemented gameplay features and complex systems, maintained the .NET and TypeScript backend, worked on optimization, refactoring and editor tooling (including adapting a personal tool), and handled part of the migration from the first Fish-Networking implementation to the ECS in Photon Quantum 3, while leading one of the two developer teams.

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Oprør

Patch Notes

2020 — 2023

Oprør was an indie online multiplayer auto chess game with deck-building elements, available for Windows and Linux. It featured matches with 8 players competing to dominate the battlefield. The game was planned to be free-to-play and play-to-earn, utilizing NFTs based on the Solana network.

I worked on implementing UI and frontend logic in Unity using reactive programming and developed custom Unity editor tools to improve our development workflow. Additionally, I conducted code reviews, reviewed code challenges, and participated in developer interviews.

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Samurai Fruit

GameJam — GMTK2023

2023
Samurai Fruit

Samurai Fruit is a fun and addictive game made with Unity, developed in less than 48 hours for the GMTK 2023 Gamejam by a team of two. The game received many positive comments and was played on the event stream by GMTK on Twitch.

My main role was implementing the game logic and participating in the gameplay design choices based on the Gamejam theme.

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OnDemand Queue

C# Library

2023
OnDemand Queue

OnDemandQueue is a powerful event queue manager for Unity, designed to execute methods and complex task sequences that wait for the previous method to finish (or when you choose!). Inspired by reactive programming, it was developed to meet a specific need for a personal prototype project that year.

The original task that compelled me to create this library was performing a custom movement to draw cards to the player's hand, while the server determined when the card was actually created in Unity. Later that year, it was completely refactored, optimized, and extended, resulting in the creation of OnDemandQueue.

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A Day with Arcueid

Personal project

2020
A Day with Arcueid

A Day with Arcueid is a short parody fangame Visual Novel based on the TYPE-MOON franchise Tsukihime. The game count with unique story progression with 14 different endings (but the end is only a new beggining!).

The game was developed in two weeks to test a no-code custom editor tool for creating visual novels in Unity, with a special nod for a friend's birthday. The project received positive feedback from the Latin American fanbase, and a talented artist friend contributed to the credit and icon images. I handled the logic implementation, narrative, and game design, while all graphics, music, and sounds belonged to TYPE-MOON.

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Elvin

Prototype

2019

Elvin was a 2.5D metroidvania game made with Unity 5 as an end-of-degree project at Da Vinci School. It was highly inspired by Castlevania: Symphony of the Night and the graphics of The Last Night.

I primarily worked on the character logic implementation, creating a custom physics system to emulate 2D gravity and movement in a 3D environment with extreme ground conditions. Another contribution of mine was the character shader, which supported normal maps, rim lighting, and dynamic shadows.

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DUST

Personal project

2017
DUST

DUST is a turn-based puzzle game inspired by the GO franchise by Square Enix, developed for Android and iOS. It was created within a month while I was studying at Da Vinci School.

The selling point, besides recreating the inspirational mechanics, was to avoid any tutorials and teach the player how to play from the very first contact with the game. It was a solo developer project, with sound, music, and some particle effects provided by third parties.

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Ruin Thief

GameJam — Da Vinci

2018
Ruin Thief

Ruin Thief is a game developed for one of the Da Vinci Gamejams in less than 48 hours. Two players compete to see who can earn more points by mining from the ground or stealing from the other player. However, time isn't the only pressure; the arena becomes smaller and smaller until the end of the round!

I worked on the programming side of the project, implementing simple hole generation for the arena, so every round was different, and the character logic.

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Cube Escape

Prototype

2017
Cube Escape

Cube Escape was a learning prototype with the objective of recreating a local co-op experience with split-screen functionality.

Each player has a unique special ability, and both need to cooperate to complete the levels.

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Limina

Personal Project

2017
Limina

Limina is a 2D platformer survival horror game inspired by titles like Silent Hill and Another World. As my second project using Unity, it was my first time using external APIs like Dragon Bones Pro for the animation system.

For this project, I handled all the coding, graphics, and animations.

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N01.BOTs

Prototype

2016
N01.BOTs

N01-BOTs is an Elevator Action clone with some additional mechanics. This was my first project using Unity and programming with C#.

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