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:
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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 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
- 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
- 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
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
- 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
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
- Scripted and implemented gameplay content including game states logic, combat mechanics, event-driven sequences and level progression.
- 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.
- Shipped titles:
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