Video Game Developer

Videogame Developer

David R. Chaverri

David Ramirez Chaverri

Welcome! I’m a professional video game developer with over a decade of multidisciplinary experience spanning Technical Design, Gameplay Programming, Cinematic Animation, and Digital Project Management. Throughout my career, I’ve contributed across the entire development lifecycle—from designing adaptive gameplay systems and implementing interactive features to directing cinematic sequences through character performance, camera language, pacing, and visual storytelling.

Having collaborated across Design, Engineering, Art, Production, and QA departments, I combine my technical expertise, with clear communication, and a structured problem-solving approach to transform creative ideas into memorable and engaging player experiences, while also supporting production goals.

Beyond my professional work, I’m dedicated to supporting the long-term growth of the video game industry. My contributions include co-authoring and introducing legislation in Costa Rica establishing a legal framework for game development, modernizing intellectual property protections, and formally recognizing developers, specialized studios, and production services.

Professional Summary

Technical Design

Designs interactive gameplay features and engaging player experiences across the full development lifecycle. Translates creative direction into scalable content by balancing design goals with technical constraints while partnering with multidisciplinary departments.

Gameplay Programming

Develops interactive mechanics that keep gameplay synchronized with evolving storylines and player decisions for narrative-driven titles. Builds combat encounters, branching progression, puzzle sequences, and custom scripting using complex game-state logic.

Cinematic Artist

Creates in-game cinematics that transition naturally between storytelling and gameplay. Blends animation, character performance, camera language, dialogue pacing, and scene composition to reinforce narrative intent and elevate emotional impact.

Industry Support

Contributions include co-authoring and introducing legislation in Costa Rica establishing a legal framework for game development, modernizing intellectual property protections, and formally recognizing developers, specialized studios, and production services.

Skill Proficiencies

Cinematic Visuals
Expert
Scene Direction & Camera Settings
Technical Design
Advanced
Progression Balance & Core Interactivity
Production & PM
Advanced
Scope Definition & Milestone Delivery
Gameplay Programming
Proficient
Object Oriented & Modular State Scripting
Front-End Frameworks
Proficient
UX/UI Wireframes & Responsive layouts
Operations/Management
Proficient
Common Repositories & Collaboration Tools
Engine/Pipeline
Operational
Development Cycles & Content workflows
Technical Art
Operational
3D Assets & Animations

Games Gallery

Technical Designer

Madden 20 art 1
Madden 20 art 2
Madden 20 art 3

NFL – Madden 20

  • Developed the narrative framework behind Face of the Franchise, allowing player performance and decisions to shape dialogue, progression, and key story events
  • Ensured a replayable and personalized experience through branching dialogue interactions and event-driven sequences that adapted to player choices.

Credits

  • Madden 20
  • M20: Face of the Franchise
Batman: The Enemy Within art 1
Batman: The Enemy Within art 2
Batman: The Enemy Within art 3

Batman S2: The Enemy Within

  • Developed the Cyber Eye investigation mechanic, combining holographic projections, thermal imaging, and X-ray vision to expand environmental storytelling and detective gameplay
  • Engineered Riddler’s Death Chamber, combining advanced game-state logic, custom scripting, UI integration, and memory optimization to deliver a seamless investigative puzzle

Credits

  • Ep1: The Enigma
  • Ep2: The Pact
  • Ep3: Fractured Mask
  • Ep4: What Ails You
  • Ep5: Same Stitch
Game of Thrones: A Telltale Games Series art 1
Game of Thrones: A Telltale Games Series art 2
Game of Thrones: A Telltale Games Series art 3

Game of Thrones: A Telltale Games Series

  • Preserved cinematic fidelity across complex gameplay sequences while optimizing content for stable episodic performance
  • Built modular attachment frameworks for weapons and mounts while refining blood and fire VFX to strengthen visual authenticity

Credits

  • Ep1: Iron From Ice
  • Ep2: The Lost Lords
  • Ep3: The Sword in the Darkness
  • Ep4: Sons of Winter
  • Ep5: A Nest of Vipers
  • Ep6: The Ice Dragon
Tales from the Borderlands art 1
Tales from the Borderlands art 2
Tales from the Borderlands art 3

Tales from the Borderlands

  • Powered the climactic final boss encounter through layered game-state logic that synchronized combat, cinematics, and narrative progression
  • Collaborated with designers, producers, artists, and QA to deliver on-time episodic content releases

Credits

  • Ep5: The Vault of the Traveler

Gameplay Programming

The Walking Dead: A New Frontier art 1
The Walking Dead: A New Frontier art 2
The Walking Dead: A New Frontier art 3

The Walking Dead S3: A New Frontier

  • Scripted combat encounters, dialogue flow, progression logic, and QTE sequences that maintained narrative pacing during high-intensity moments.
  • Structured progression around environmental exploration and player decisions, creating smoother transitions between story beats and gameplay

Credits

  • Ep1: Ties That Bind
  • Ep2: Ties That Bind (Part 2)
  • Ep3: Above The Law
  • Ep4: Thicker Than Water
  • Ep5: From The Gallows
The Walking Dead: Michonne art 1
The Walking Dead: Michonne art 2
The Walking Dead: Michonne art 3

The Walking Dead: Michonne

  • Applied engine enhancements to strengthen visual storytelling while supporting emotionally driven gameplay sequences
  • Collaborated closely with Producers to translate creative ideas into scripted action and cinematics

Credits

  • Ep1: In Too Deep
  • Ep2: Give No Shelter
  • Ep3: What We Deserve
Marvel Guardians of the Galaxy art 1
Marvel Guardians of the Galaxy art 2
Marvel Guardians of the Galaxy 3

Marvel Guardians of the Galaxy: The Telltale Series

  • Implemented combat scripting that supported rapid episodic production without sacrificing gameplay consistency
  • Worked closely with QA teams to diagnose, reproduce, and resolve gameplay and cinematic issues

Credits

  • Ep1: Tangled Up in Blue
  • Ep2: Under Pressure
Minecraft: Story Mode art 1
Minecraft: Story Mode art 2
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Minecraft: Story Mode

  • Developed cinematic interactivity systems including branching dialogue and event-driven sequences that respond to player performance and choices
  • Implemented interactive content to multiple shipped episodic titles within a production pipeline

Credits

  • Ep1: The Order of the Stone
  • Ep2: Assembly Required
  • Ep4: A Block and a Hard Place

Cinematic Direction

The Wolf Among Us art 1
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The Wolf Among Us art 3

The Wolf Among Us

  • Blended cinematic direction with gameplay and combat to reinforce the title’s distinctive narrative style and award-winning action sequences
  • Combined cameras, animation, dialogue, lighting, and VFX to build dramatic cut-scenes

Credits

  • Ep1: Faith
  • Ep2: Smoke and Mirrors
  • Ep3: A Crooked Mile
  • Ep4: In Sheep’s Clothing
  • Ep5: Cry Wolf
The Walking Dead: Season 2 art 1
The Walking Dead: Season 2 art 2
The Walking Dead: Season 2 art 3

The Walking Dead: Season 2

  • Created cinematic sequences that preserved visual continuity across branching dialogue and interactive storytelling
  • Refined pacing, camera language, and dramatic timing to maintain narrative clarity during player-driven scenes

Credits

  • Ep1: All That Remains
  • Ep2: A House Divided
  • Ep3: In Harm’s Way
  • Ep4: Amid the Ruins
  • Ep5: No Going Back
The Walking Dead: 400 Days art 1
The Walking Dead: 400 Days art 2
The Walking Dead: 400 Days art 3

The Walking Dead: 400 Days

  • Crafted seamless transitions between cinematics and gameplay, preserving visual rhythm across multiple narrative branches
  • Maintained game quality standards across episodic content

Credits

  • Ep6: 400 Days
Madden 20: Face of the Franchise art 1
Madden 20: Face of the Franchise art 2
Madden 20: Face of the Franchise art 3

Face of the Franchise

  • Contributed to the development of “Face of the Franchise” a guided narrative-driven game mode tracking a player-created QB from College Football through the NFL Draft
  • Expanded player ownership through branching scenarios and scripted narrative progression that reflected on-field performance and career milestones

Credits

  • Madden 20
  • M20: Face of the Franchise

work Experience

David R. Chaverri

David Ramirez Chaverri

  • Videogame Developer
  • Technical Designer
  • Gameplay Programmer
  • Cinematic UX/UI Artist

Core qualifications

  • Cross-Functional Leadership
  • Scene Direction & Camera Layout
  • Play Tools & Digital Platforms
  • Object Oriented & Level Scripting
  • Development Cycles & Content workflows
  • Multi-Team Coordination & Collaboration
  • Progression Balance & Core Interactivity

Relevant skills

  • Jira / Confluence / ServiceNow
  • Smartsheet / MS Office / Power BI
  • Agile / Scrum / Sprint Metodologies
  • Complex Business-driven Initiatives
  • Metrics & KPI Definition Ownership
  • Dependency, Risk & Issue Management
  • Workflows / Dashboards / Documentation

Professional Summary

Video game developer with over a decade of multidisciplinary experience across Technical Design, Gameplay Programming, Cinematic Animation, and Digital Project Management. Contributing across the full development lifecycle, translating creative concepts into adaptive gameplay, interactive features, and cinematic experiences. Combines technical expertise, cross-functional collaboration, and structured problem-solving to deliver engaging player experiences while supporting production goals and advancing industry development.

work Experience

Client Service Delivery Manager – Hewlett-Packard(HP) Inc.

Jul 2023 – Dec 2025 / Heredia, CR

  • Converted product vision into actionable roadmaps, defining milestones, and delivery plans for digital platforms.
  • Managed stakeholder communication and executive-level status reporting of business initiatives and services.
  • Coordinated global teams governance to drive delivery, balancing priorities, dependencies and escalation paths.
  • Partnered with technical stakeholders to translate constraints into sequenced plans and clear acceptance criteria.

Lead Technology Expert – IBM-Kyndryl

Jan 2021 – Jun 2023 / Heredia, CR

  • Led multiple escalation teams of experts supporting digital products, technology platforms, and global users.
  • Managed delivery of large-scale, cross-functional service initiatives with strict SLA and quality requirements.
  • Defined process improvement, metrics tracking, and continuous optimization to improve delivery outcomes.
  • Managed backlogs, prioritization, and documentation using common bug-tracking and content repositories.

Technical Designer – Electronic Arts(EA)

Dec 2018 – Jan 2020 / Orlando, FL

  • Introduced a personalized guided narrative-driven game mode responsive to player performance and dialogue choices.
  • Ensured interactive mechanics and systems met quality, replay-ability, and requirements of AAA Game lifecycle.
  • Coordinated with Producers, Engineers, Designers, and QA to align feature delivery with milestones.

Gameplay Programmer – Telltale Games

Oct 2013 – Jan 2018 / San Rafael, CA

  • Developed interactive gameplay mechanics and event-driven systems focused on player experience.
  • Integrated cutscenes with gameplay systems, combat mechanics, branching dialogue, and logic-based progression.
  • Scripted interactive narrative-driven games that maximize player engagement to cinematic storylines and choices.

Cinematic Artist – Telltale Games

Oct 2013 – Jan 2018 / San Rafael, CA

  • Directed cinematic sequences, managing scene pacing, camera language, lighting, and character performance.
  • Supported multiple episodic releases, contributing to consistent quality while adapting to tight schedules.

Video Game Industry Legislation – Costa Rica

Pending Review

  • Co-authored and introduced legislation establishing a legal framework for video game development in Costa Rica, including measures to modernize intellectual property protections and formally recognize developers, specialized studios, and production services.

Education

Bachelor Computer Science – New England Institute of Technology

Sep 2009 – Sep 2012 / Warwick, RI

  • Concentration in Video Game Development and Simulation Technologies
  • Awarded “Best 3D Artist” of graduating class