Adriano Valle Hernandez

Skills

Engineering

Unity · C# · Gameplay Systems Architecture · Multiplayer & Networking · Netcode for GameObjects · FishNet · Level Scripting · Dynamic Audio Integration · UI/UX Implementation · Performance Optimization · Profiling & Memory Optimization Tools · Build Pipelines & CI/CD · Version Control Branching Strategies · Cross-Platform Deployment · Mobile Development (iOS/Android) · Data-Driven Content Systems · AI-Assisted Development · Git & Code Review

Design

Level & Encounter Design · Rapid Prototyping · Creative Direction · Narrative & World-building · Game Balancing · Playtest-Driven Iteration · Player-Centric Design

Leadership

Technical Leadership · Cross-Functional Collaboration · Mentorship · Agile & Scrum

Languages

English (native) · Spanish (native)

Experience

Founder & Creative Director · ORC PUNK

Dec 2017 — Present
  • Architect and ship multiple titles end-to-end as solo and lead engineer, owning engine systems, gameplay programming, build pipelines, and cross-platform publishing across iOS, Android, and PC.
  • Design modular, data-driven gameplay systems and branching world architectures emphasizing reusability and extensibility — enabling rapid content authoring by non-engineers across rotating teams.
  • Establish coding standards, code review practices, and version control branching strategies; author internal technical documentation that onboards new collaborators independently to the codebase.
  • Mentor rotating teams of engineers, designers, and artists, driving technical leadership and cross-functional alignment across gameplay, art, and audio disciplines.
  • Shipped Into the Dark (tactical rogue-like) and Hip-Hop On The Rocks (iOS/Android) from gameplay implementation through store certification and live release.

Game Engineer · Arkadium

2026
  • Core engineering team for TripleDot's Solitaire.com, using AI-first workflows.
  • Built Pyramid variant, aligning game design specs to existing engine conventions and extending its capabilities to handle pair matching mechanics.
  • Architected a unified validator system that all games use to calculate any move-related logic, unifying a system across multiple variants and input surfaces while making adding future games and their validators dead-simple and 100% testable.
  • Implemented features like Daily Challenge and Ad-monetization that required interfacing with Platform and Design to deliver to spec on all fronts.
  • Maintained strict protocol around testing, improving, and maintaining Core Web Vitals, delivering all greens from Google's own diagnostics tool.

Senior Unity Engineer · Peloton Interactive

Aug 2023 — Jul 2025
  • Architected and owned core systems end-to-end for Peloton's unreleased next-gen gamified virtual-cycling experience, including multiplayer networking, avatar customization, and dynamic workout music systems.
  • Established foundational engine systems supporting multiple parallel prototypes; drove technical decisions on system boundaries, extensibility, and performance that streamlined delivery across engineering, design, and art.
  • Authored internal documentation and cross-functional workflows adopted team-wide, mentoring peers on system architecture and rapid prototyping best practices.
  • Translated design briefs into playable prototypes under tight timelines; took 1st place in the 2024 company-wide Hackathon as Designer, Producer, and Engineer.

Senior Unity Engineer · Remote Control Technology

Feb 2022 — Jun 2023
  • Shipped Peloton's Lanebreak Tread — its first game for Tread hardware — from prototype through launch, meeting strict hardware safety and platform certification requirements.
  • Built multiple game prototypes in a 3-person agile team; one concept was greenlit to full production and shipped to live customers.
  • Refactored core systems to support two game titles within a unified codebase, significantly improving maintainability, scalability, and release velocity across both products.
  • Delivered accessibility features and gameplay filters on Lanebreak Bike, broadening the experience across diverse player profiles and ability levels.

Unity Engineer · Juncture Media

Oct 2016 — Oct 2017
  • Core engineer on AvariaVS, a competitive PvP tactical JRPG — owned level-structure systems, camera control logic, and event-driven gameplay triggers end-to-end.
  • Partnered with the lead writer to design and implement narrative gameplay systems, integrating lore, NPC dialogue, and story-driven mechanics into the core gameplay loop.
  • Made key technical decisions on event/scripting architecture that empowered non-engineers to author narrative content independently.

Projects

Unity · C# · Gameplay Design · Level Design · Local Co-op

A story-driven, snake-inspired arcade game made with the Antifun Bloc collective — core mechanics, seven hand-crafted New York neighborhoods, and a two-player co-op mode.

Unity · C# · Gameplay Systems · Cross-Platform Deployment · Platform Certification

Built Peloton's first game for Tread hardware from prototype through launch, meeting hardware safety and platform certification requirements, on a unified codebase shared with Lanebreak Bike. Named inventor on US Patent US-20250001262-A1 ("Operating an Exercise Machine During an Online Game") for dynamic difficulty adjustment tied to in-game progression.

Unity · C# · Gameplay Systems · Level Design · Data-Driven Content Systems

A tactical rogue-like with chess-inspired combat, modular encounter logic, and a data-driven, branching narrative system.

Unity · C# · Mobile Development (iOS/Android) · UI Design · Cross-Platform Deployment

Shipped a music-themed trivia game to iOS and Android, overseeing development, UI design, and the full publishing pipeline.

Unity · C# · Level Scripting · Event Logic · Narrative Systems

Core engineer on a competitive PvP tactical JRPG — level-structure systems, camera and event logic, and narrative gameplay systems built hand-in-hand with the lead writer.

Education

Pratt Institute

2003

Bachelor's Degree in Fine and Studio Arts

California Institute of the Arts

2016

Specialization Certificate, Game Design: Art and Concepts

General Assembly

2016

Certificate in Front-End Web Development