Game Developer Dossier

David R. Chaverri

David R. Chaverri

Game Developer

Game Developer and Technical Design Specialist with extensive multidisciplinary experience across gameplay systems, feature development, cinematic direction, narrative implementation, and end-to-end production workflows. Specialized in bridging creative vision and technical execution through effective collaboration across Design, Engineering, Art, Production, and QA teams. Recognized for combining expert-level technical knowledge with strong communication, structured problem-solving, and production-oriented decision-making to support scalable, player-focused development.

Beyond work, actively involved in supporting the growth and professional recognition of the video game industry through volunteer participation at the Game Developers Conference, initiatives promoting Latino representation in gaming, and contributions to legislative modernization efforts in Costa Rica — including co-authoring and introducing a bill establishing a formal legal framework for video game development, intellectual property protection, and industry recognition for independent developers, studios, and subcontracted production services.

Shipped titles Gallery

Professional summary

Technical Design

Designed and owned interactive gameplay systems that connected narrative intent with player agency in a AAA live-service environment. Created branching dialogue structures, adaptive event logic, and player-responsive systems that increased replayability and personalized progression outcomes. Focused on translating creative goals into scalable technical implementations while maintaining runtime stability across complex game states. Acted as a bridge between design, engineering, and production teams to resolve technical limitations, align feature priorities, and support efficient cross-disciplinary execution.

Gameplay Programming

Implemented gameplay mechanics and systemic features for narrative-driven episodic titles, specializing in event-driven scripting, progression systems, and gameplay-cinematic integration. Developed the underlying gameplay logic that synchronized combat encounters, scripted events, player input, and level flow into seamless interactive experiences. worked closely with QA and engineering teams to diagnose, reproduce, and resolve gameplay and cinematic issues while supporting rapid episodic release schedules and maintaining gameplay consistency across multiple titles.

Cinematic Artist

Led the creative direction and execution of in-game cinematics, shaping visual storytelling through camera composition, scene pacing, lighting, staging, and character performance. Crafted emotionally driven sequences that preserved narrative clarity while sustaining gameplay tension and momentum during interactive scenes. Collaborated with animation, design, and gameplay teams to ensure cinematic moments blended naturally with player-driven experiences and combat sequences. Delivered high-impact narrative presentation under tight production timelines while maintaining a strong cinematic identity across multiple shipped titles.

Technical Designer

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NFL – 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
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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
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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
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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

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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
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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
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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
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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

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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
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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
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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
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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

David R. Chaverri

David Ramirez Chaverri

  • Digital Product Delivery
  • Technical Operations Management
  • Gameplay Feature Development
  • Technical & Creative Frameworks
  • Cross-Functional Leadership

Core qualifications

  • Product Vision & Roadmap Governance
  • Complex Business-driven Initiatives
  • Multi-Team Coordination & Collaboration
  • Dependency, Risk & Issue Management
  • Play Tools & Digital Platforms
  • Metrics & KPI Definition Ownership

Relevant skills

  • Smartsheet, MS Office, Power BI
  • Jira / Confluence / ServiceNow
  • End-to-End Development Cycles
  • Agile / Scrum / Sprint Metodologies
  • Open to Relocation
  • Bilingual (ENG / ESP)

Professional summary

Game Developer and Technical Producer with multi-disciplinary expertise spanning Technical Design, Gameplay Programming, Narrative Cinematics, and Digital Project Management. 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 collaboration across Design, Engineering, Art, and QA through clear communication, sound decision-making, and strong problem-solving skills.

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 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.
  • 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 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.
  • Managed backlogs, prioritization, and documentation using common bug-tracking and content repositories.

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.

Gameplay Programmer & Cinematic Artist – Telltale Games

Oct 2013 – Jan 2018 / San Rafael, CA

  • Scripted and implemented gameplay content including game states logic, combat mechanics, event-driven sequences and level progression.
  • Directed cinematic sequences, managing scene pacing, camera language, lighting, and character performance.
  • 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.

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