Game Developer Dossier

David R. Chaverri

David R. Chaverri

Game Developer

Game Developer and Technical Product Manager with cross-functional expertise spanning Technical Design, Gameplay Programming, Narrative Cinematics, and Production Management, uniquely qualified to succeed as a Game Producer. Brings end-to-end experience in interactive feature development and digital product delivery, supporting AAA game production lifecycles and episodic releases. Recognized for enabling effective multi-disciplinary collaboration across Design, Engineering, Art, and Executive teams through clear communication, sound decision-making, and strong problem-solving skills.


Shipped titles:

Professional Expertise

Technical Feature Design

  • Supported delivery of “Face of the Franchise: QB1,” a narrative-driven AAA gameplay mode
  • Scripted branching dialogue and event-driven systems responsive to player performance and choices
  • Coordinated with Producers, Engineers, Designers, and QA to align feature delivery with milestones
  • Ensured gameplay systems met quality, replayability, and production requirements

Gameplay Development

  • Scripted and implemented gameplay content including levels, mechanics, combat, dialogue flow, and progression logic
  • Developed systems for replay value, personalization, and reliable runtime behavior across varied game states
  • Collaborated cross-functionally with Designers, Producers, Artists, Audio, and QA to deliver episodic content on schedule
  • Supported QA by identifying, reproducing, and resolving gameplay and cinematic issues

Cinematics(UX/UI) Direction

  • Directed and implemented cinematic sequences, managing scene pacing, camera language, lighting, and character performance
  • Coordinated with Design, Animation, Engineering, and Production teams to ensure consistent visual player experiences
  • Integrated cinematics with gameplay systems and combat mechanics across multiple shipped titles
  • Maintained quality standards under tight episodic schedules and evolving production constraints

Digital Product Management

  • Convert product vision into actionable roadmaps, milestones, and delivery plans
  • Lead operational delivery of technology platforms supporting digital products and global users
  • Track delivery progress through KPIs, metrics reporting, and executive status updates
  • Maintain operational governance, reporting, and escalation processes for stable service delivery

Technical Designer

Madden 20 key art

Madden 20

  • Delivered a narrative-driven gameplay mode within the AAA development lifecycle
  • Scripted branching dialogue interactions and event-driven sequences that adapted to player performance and choices
  • Ensured a replayable and personalized experience for players through responsive narrative systems

Credits

  • Madden 20
  • M20: Face of the Franchise
Batman: The Enemy Within key art

Batman S2: The Enemy Within

  • Developed cinematic interactivity systems including branching dialogue and event-driven sequences that respond to player performance and choices
  • Built the Cyber Eye system, enabling players to investigate environments using tools such as holographic projections, thermal scans, and x-ray vision
  • Implemented Riddler’s Death Chamber, a complex sequence that enhanced puzzle-solving, requiring advanced game state management, custom scripts, UI integration, and memory optimization

Credits

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

Game of Thrones: A Telltale Games Series

  • Balanced gameplay content and scene complexity, requiring careful implementation discipline to maintain cinematic fidelity while keeping performance stable across episodes
  • Strengthened cross-department collaboration to address technical constraints across large-scale development
  • Implemented complex attachment systems for diverse weapons and mounts and iterated extensively on blood and fire VFX to achieve the desired visual quality

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 key art

Tales from the Borderlands

  • Supported gameplay feature delivery for the climactic Final Boss encounter, through game state–driven logic
  • Collaborated with designers, producers, artists, and QA to deliver on-time episodic content releases
  • Systems were developed for replay value, personalization, and reliable runtime behavior across varied game states

Credits

  • Ep5: The Vault of the Traveler

Gameplay Programming

The Walking Dead: A New Frontier key art

The Walking Dead S3: A New Frontier

  • Scripted gameplay sequences of QTEs, combat, dialogue flow, and progression logic
  • Delivered gameplay narrative progression and balanced pacing through points of interest and interactive decision-making

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 key art

The Walking Dead: Michonne

  • Leveraged upgrades to the engine capabilities to deliver visually compelling and emotionally charged gameplay
  • Collaborated closely with Producers to translate creative ideas into scripted action and cinematics
  • Implemented advanced mechanics and pushed engine capabilities for cinematic combat and dialogue sequences

Credits

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

Marvel Guardians of the Galaxy: The Telltale Series

  • Assisted with combat scripting implementation and programming support for fight sequences under tight deadlines
  • Assisted gameplay content delivery across multiple episodic releases

Credits

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

Minecraft: Story Mode

  • Collaborated cross-functionally to deliver features on schedule
  • 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

Cinematics Cut-scenes

The Wolf Among Us key art

The Wolf Among Us

  • Integrated cinematics with gameplay systems and combat mechanics, recognized by critics and players for its narrative depth and fight sequences originality
  • 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 key art

The Walking Dead: Season 2

  • Integrated cinematic sequences with animation libraries and interactive dialogue for consistent visual and narrative quality delivery
  • Maintained intensity —camera language and beat timing without losing narrative clarity tuned for 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 key art

The Walking Dead: 400 Days

  • Supported clean transitions between cut-scenes and interactive moments with readable pacing and consistent framing
  • Maintained game quality standards across episodic content

Credits

  • Ep6: 400 Days
Madden 20: Face of the Franchise key art (coach)

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
  • Supported player engagement through scenario scripting and branching structures

Credits

  • Madden 20
  • M20: Face of the Franchise

Skill Proficiencies

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

Work Experience

Client Delivery Manager – Hewlett-Packard Inc.
Jul 2023 – Dec 2025 / Heredia, CR

  • Converted product vision into actionable roadmaps, defining milestones, and delivery plans for complex digital platforms.
  • Managed stakeholder communication and produced executive-level status reporting (monthly progress, operational constraints, risk tracking, KPI outcomes) of business-driven initiatives and services.
  • Coordinated global teams governance and operating cadence to drive product delivery, balancing priorities, dependencies and escalation paths.

Technology Operations Lead – IBM/Kyndryl
Jan 2021 – Jun 2023 / Heredia, CR

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

Technical Designer – Electronic Arts (EA)
Dec 2018 – Jan 2020 / Orlando, FL

  • Introduced “Face of the Franchise: QB1”, a personalized guided narrative-driven game mode responsive to player performance and dialogue choices.
  • Ensured interactive mechanics and systems met quality, replay-ability, and production requirements of AAA Game lifecycle.
  • Coordinated with Producers, Engineers, Designers, and QA to align feature delivery with milestones.
  • Shipped titles:

Gameplay Programmer – Telltale Games
Mar 2015 – Aug 2018 / San Rafael, CA

Cinematic Artist – Telltale Games
Oct 2013 – Mar 2015 / San Rafael, CA

  • Directed cinematic sequences, managing scene pacing, camera language, lighting, and character performance.
  • Collaborated with narrative, animation, and production teams to ensure emotional clarity and interactive continuity.
  • Integrated Cinematics with Interactive systems and combat mechanics, recognized by critics and players for its narrative depth and fight sequences originality.
  • Supported multiple episodic releases, contributing to consistent quality standards while adapting to tight schedules and production constraints.
  • Shipped titles:

Education

New England Institute of Technology – B.S. Computer Science
Sep 2009 – Sep 2012 / Warwick, RI

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

Games Display