Summary
Overview
Work History
Education
Skills
Timeline
SeniorSoftwareEngineer
Camilo Guerrero

Camilo Guerrero

Montréal,QC

Summary

VR Developer with 3+ years building high-impact immersive experiences and 10+ years in audiovisual production. Expert in architecture combining C++ and C# programming, technical art pipelines, spatial audio and performance optimization for Quest and PC platforms. Specialized in creating pedagogical VR applications using Unreal Engine (Blueprints, MetaSounds, Unreal Materials) and Unity (Shader Graph, URP) that integrate gameplay systems, procedural content generation, and multisensory design to maximize learning retention and emotional engagement. Proven track record delivering government-contracted training simulations and internationally exhibited installations. Currently expanding into Python and machine learning for intelligent adaptive systems and automated content workflows.

Overview

16
16
years of professional experience

Work History

Technical Artist | Technical Sound Designer

Université de Montréal – CEDUM
01.2024 - 07.2025
  • Audio Systems Architecture & Implementation
  • Built full ambisonic 3D audio systems using Wwise and MetaSounds, linked to gameplay logic through C++ and Blueprints.
  • Developed adaptive real-time soundscapes using RTPC modulation for footsteps, vehicle engines, and reverb zones.
  • Engineered procedural MIDI-driven synthesis systems with dynamic music synchronization.
  • Implemented physics-based audio reactions through collision and surface material detection.
  • Gameplay Programming & Technical Pipeline Leadership
  • Led design of four immersive VR levels using GAS, AI Behavior Trees, and C++ modular architecture.
  • Created comfort-optimized VR locomotion and haptic systems, reducing motion sickness by 40%.
  • Managed shader and asset optimization using Nanite, Lumen, and PBR/LOD workflows.

VR Developer & Technical Lead

Sketchbox3D
11.2022 - 12.2023
  • Core Systems Development
  • Designed gameplay and simulation systems using C# (Observer, Factory, Command patterns).
  • Developed traffic AI with lane logic, intersection systems, and advanced vehicle physics.
  • Performance Optimization & Technical Art
  • Optimized open-world scenes to 90 FPS using batching, culling, and shader tuning.
  • Built custom Shader Graph materials and established URP-compliant 3D pipelines.
  • Audio & Networking
  • Implemented ambisonic soundscapes and spatialized audio pipelines for VR.
  • Developed Photon-based multiplayer systems with RPC synchronization and ownership logic.
  • Deliverables: VR simulations delivered for Royal Canadian Navy, Canadian Army, and Transport Canada, meeting MIL-STD-1472F usability standards.

Sound Engineer

Colcine Films
01.2010 - 12.2021
  • Engineered, composed, and mixed audio for film, television, and radio using analog/digital consoles.
  • Executed Dolby surround mixes and immersive mastering workflows with advanced routing and reverb design.
  • Managed entire production pipelines: recording, design, multitrack mixing, mastering, and delivery.

Education

Bachelor of Music - Sound Engineering

Universidad El Bosque
Bogotá, Colombia
01.2009

AEC - VR/AR Development

Collège André-Grasset
Montréal, QC
01.2022

Skills

  • Core Programming & Architecture
  • Languages: C (Unreal), C# (Unity), Blueprints
  • Design Patterns: Singleton, Observer, Factory, State Machine, Command, Object Pool
  • Middleware: Wwise (RTPCs, States, Switches, Events), FMOD, MetaSounds, Unity Audio
  • Version Control: Git, Perforce, CI/CD pipelines, automated build systems
  • Technical Art & Optimization
  • Shader Graph, Unreal Materials, HLSL, node-based workflows
  • URP optimization, batching, draw-call reduction, LOD management
  • Niagara (Unreal), Unity VFX Graph, procedural generation workflows
  • 3D Tools: Maya, Blender, Substance Painter
  • Audio Engineering & DSP
  • Ambisonics, binaural rendering, HRTF systems
  • Procedural & physics-driven audio, generative soundscapes
  • Pro Tools, Reason, Reaper, Max/MSP, Pure Data
  • DSP: dynamic mixing, occlusion modeling, custom effect prototyping
  • Engines: Unreal (C, Blueprints, GAS, MetaSounds), Unity (C#, URP, Shader Graph)
  • Programming: C, C#, design patterns, algorithm optimization
  • Audio Tools: Wwise, FMOD, Pro Tools, Reaper, Reason, Max/MSP, Pure Data
  • Technical Art: Shader authoring, PBR workflows, VFX (Niagara/VFX Graph), Nanite, Lumen
  • 3D Tools: Maya, Blender, Substance Painter, UV workflows
  • Version Control: Git, Perforce, CI/CD automation
  • XR Development: VR locomotion, comfort design, haptic systems, Quest 2/3 optimization

Timeline

Technical Artist | Technical Sound Designer

Université de Montréal – CEDUM
01.2024 - 07.2025

VR Developer & Technical Lead

Sketchbox3D
11.2022 - 12.2023

Sound Engineer

Colcine Films
01.2010 - 12.2021

Bachelor of Music - Sound Engineering

Universidad El Bosque

AEC - VR/AR Development

Collège André-Grasset
Camilo Guerrero