Miguel Casillas

Miguel Casillas

Head of Engineering

LinkedIn

About

Engineering leader with a passion for building strong, agile, collaborative teams and helping developers grow into their full potential.
Deeply values clean architecture, sustainable development practices, and cross-disciplinary communication.
Enjoys mentoring, innovating, and creating environments where game developers can thrive.

Areas of Specialization

  • Game Development
  • Technical Leadership
  • C++ / C# / Python
  • Artificial Intelligence (traditional and modern/generative)
  • Tools Programming
  • Gameplay Programming

Experience

Head of Engineering — AMC Studio

2025–Present · Romania

  • Oversee technical direction for co-development engineering projects ranging from independent productions to AAA titles.
  • Ensure compliance with client technical requirements, including platform certifications and build stability.
  • Collaborate with client studios to align technical pipelines, tooling, and architecture with project goals and milestones.
  • Work closely with producers and stakeholders to define project scope, estimate timelines, and allocate technical resources effectively.
  • Establish engineering best practices and CI/CD processes.
  • Created programming exams used for applicants worldwide, which were then adopted by sister studios in other countries like China.
  • Direct R&D efforts to improve tooling, engine integrations, and performance profiling workflows.

Lead Programmer — Snowed In Studios

2019–2025 · Canada

  • Scaled a 5-person engineering team to more than 30 developers while leading technical co-development for Forza Motorsport.
  • Led Snowed In’s Turn 10 Tools Team in developing artist-facing content creation tools for Forza, supporting cars, tracks, materials, and props.
  • Directed development of the digital artbook and soundtrack app for Doom: The Dark Ages.
  • Worked as AI programmer on an unannounced AAA project under NDA.
  • Provided engineering support for As Dusk Falls, Mowin’ and Throwin’, and KATOA: Oceans, including debugging, optimization, and feature implementation.

Gameplay Programmer — PopReach Inc.

2018–2019 · Canada

  • Designed and implemented core gameplay systems for Zombie Beach Party using C# and Unity, including AI, skills, interaction logic, and the full 3Cs: Character, Camera, and Controls.
  • Built custom Unity editor tools to empower designers and streamline game balancing workflows.

Full Stack Developer — Hothead Games

2016–2018 · Canada

  • Developed backend systems for Mighty Battles using C++, Python, and TorqueScript, integrating AWS, Redis, and Grafana.
  • Delivered live-ops features including daily missions, guilds, and battle logs.
  • Expanded internal support dashboards for customer service, including user data access, compensation issuing, and error diagnostics.

Lead Developer — 2DNutz

2014–2016 · Mexico

  • Served as sole programmer for Viva Sancho Villa in Unity and C#, developing all core systems including gameplay, AI, combat, physics, and UI.
  • Designed boss fights and balanced core mechanics to improve player engagement.
  • Led a team of artists and animators, ensuring strong visual-technical alignment and milestone delivery.

Programmer — Larva Game Studios

2012–2014 · Mexico

  • Developed gameplay mechanics and optimized performance for Last Day on Earth using C++ with UDK.
  • Implemented monetization systems and gameplay features for Night Vigilante using Unity and C#.

Engine and Tools Programmer — Alawar Stargaze

2012 · Russia

  • Developed a new Font Builder in C++ and Qt to automate custom font atlas generation from Photoshop files.
  • Programmed 6 mini-games and scripted 4 scenes for Snark Busters: High Society and Twisted Lands: Origin.
  • Contributed to a reusable C++ engine used across multiple hidden object puzzle adventure games by external studios.

Game Programmer — Beast Studios

2010–2011 · Romania

  • Shipped Princess Isabella: A Witch’s Curse on iPad and contributed to multiplatform development across iOS, PC, and Xbox 360.
  • Programmed in C++, Objective-C, and Lua for gameplay, porting, bug fixing, and feature development.
  • Worked in a cross-cultural team contributing across multiple projects.

Education

  • M.S. in Artificial Intelligence — UNIR México, 2024
  • B.S. in Mathematics — UnADM, 2021
  • B.S. in Game Development — Full Sail University, 2010 (Valedictorian)

Teaching Experience

University of Advanced Technologies (UNIAT) — 2013–2016

  • Object Oriented Programming in C++
  • Data Structures in C++
  • Discrete Mathematics
  • Assembly Programming

Selected Released Titles

Certifications & Memberships

  • SCRUM Master Certified
  • Member of MENSA

Languages

  • English ● ● ● ●
  • Spanish ● ● ● ●
  • Romanian ● ●
  • Russian ●
  • French ●
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