Hi, I'm Jose Gregorio Alberto

I work as a game developer and QA specialist, contributing to the development and quality of complete shipped games.

Game Developer — QA & Programming · London, UK

I’m a London-based Game Developer with experience in both QA and gameplay programming. I contribute to the development of complete games, focusing on clean, reliable systems and ensuring high product quality through thorough testing.

Jose Gregorio Alberto
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01

About

With a background spanning both quality assurance and gameplay programming, I bring a dual perspective to game development. I've shipped titles as a QA specialist, identifying and documenting complex bugs across gameplay, UI, and multiplayer systems — and I've built those systems myself as a programmer.

My focus is on rapid prototyping, clean architecture, and systems that work reliably under real player conditions. Whether it's implementing AI behaviour, setting up multiplayer networking, or running structured test passes, I approach every task with the same goal: make the game better.

Location London, United Kingdom
Education MSc Game Development, Kingston University
Focus Programming & QA
02

Projects

Spell Conjurer cover AI Integration

Spell Conjurer

AI Systems Developer
  • Integrated OpenAI API for natural-language ability generation, allowing players to create custom spells at runtime
  • Built runtime spell system using Roslyn compilation and Newtonsoft.Json parsing
  • Implemented LLM-driven procedural dungeon generation with dynamic real-time content creation
  • Developed in Unity with C#
Unity C# Roslyn OpenAI Newtonsoft.Json LLM Integration
Dungeon Life cover AI Integration

Dungeon Life

AI Systems Developer
  • Developed LLM-based procedural generation for dungeons, enemies, and objectives
  • Implemented JSON-driven runtime content spawning and scalable replayable systems
  • Designed data pipeline to parse LLM output into tilemap-compatible dungeon configurations
  • Developed in Unity with C#
Unity C# Procedural Generation LLM Integration JSON
Nox cover Multiplayer

Nox

Programmer
  • Implemented authentication systems and database structure for persistent player data
  • Developed multiplayer features using Photon PUN for real-time interaction
  • Integrated Firebase for player and office data management and synchronisation
  • Developed in Unity with C#
Unity C# Firebase Photon PUN Multiplayer
WrestleQuest cover QA

WrestleQuest

QA
  • Performed functional and regression testing across gameplay, narrative, and UI systems
  • Logged defects in Mantis with detailed reproduction steps and validation
  • Conducted full playthrough validation for release quality assurance
  • Shipped title credit as QA Tester
Unity Bug Tracking Test Documentation Shipped Title
B.A.R.C cover Single Player

B.A.R.C

Gameplay Programmer
  • Developed gameplay systems in C++ and Blueprints aligned with UN Sustainability Goals
  • Implemented environmental mechanics and Niagara VFX for educational impact gameplay
  • Built player interaction logic using Unreal Engine 5's gameplay framework
Unreal Engine 5 C++ Blueprints Niagara VFX Serious Game
Where's Anna cover Single Player

Where's Anna

Team Lead / Gameplay Programmer
  • Developed puzzle systems, inventory mechanics, and environmental interactions
  • Managed multidisciplinary teams using Agile/Scrum methodology
  • Planned sprints and milestones in HackNPlan
  • Coordinated designers, artists, and programmers to deliver playable build
  • Developed in Unity with C# at Chryse Studio Inc.
Unity C# Horror Agile HackNPlan
Fish N Ships 3D cover Single Player

Fish N Ships 3D

Programmer & Project Manager
  • Built 3D tower-defence placement system with unit positioning, range detection, and resource management
  • Implemented wave-spawning logic and enemy pathing for territorial defence gameplay
  • Managed project scope and team coordination as Project Manager
  • Developed in Unity with C#
Unity C# 3D Tower Defence
Fish N Ships 2D cover Single Player

Fish N Ships 2D

Programmer & Project Manager
  • Redesigned tower-defence systems from 3D to 2D, adapting controls for touch input on mobile
  • Optimised rendering and game logic for mobile platform performance constraints
  • Retained core strategic gameplay loop while simplifying UI for smaller screens
  • Developed in Unity with C#
Unity C# 2D Mobile
Phytness cover Single Player

Phytness

Programmer
  • Implemented morale-based unit assignment and zone-defence placement system
  • Built resource management and minigames mechanics
  • Developed strategic AI logic for enemy incursion patterns
  • Developed strategic AI pathfinding and decision-making algorithms
  • Developed in Unity with C#
Unity C# Strategy
Boy Transmission cover Game Jam

Boy Transmission

Programmer
  • Developed 2D platformer combat system with player abilities and enemy encounters
  • Implemented character controller, attack mechanics, and collision-based damage system
  • Developed in Unity with C# under a 48-hour Global Game Jam constraint
Unity C# Action
Gabi ng Lagim cover Single Player

Gabi ng Lagim

Programmer
  • Implemented combat mechanics including melee/ranged attack systems and hit detection
  • Built enemy AI behaviour using state machines for patrol, chase, and attack states
  • Implemented horror-themed environmental interactions, narrative triggers, and progression events
  • Designed and implemented core gameplay systems supporting player navigation and puzzle flow
  • Programmed exploration mechanics, puzzle systems, entity encounter logic, and clue-collection gameplay
  • Developed horror-themed environmental interactions and narrative progression logic
  • Developed in Unity with C#
Unity C# Horror
Rugbrats cover Single Player

Rugbrats

Programmer
  • Implemented object interaction and destruction system with per-object happiness value scoring
  • Built timer-based gameplay loop with Happiness meter feedback and win/lose conditions
  • Developed room-based level structure with varied interactive object types
  • Developed in Unity with C#
Unity C# Arcade
Meta Town cover Multiplayer

Meta Town

Programmer
  • Implemented authentication systems and database structure for persistent data
  • Developed multiplayer features using Photon PUN for real-time interaction
  • Integrated AWS for player and office data management and synchronisation
  • Built player interaction, avatar movement, and collaboration features
  • Developed in Unity with C# at Ntek Systems Inc.
Unity C# AWS Photon PUN Multiplayer
Dino Dash cover Single Player

Dino Dash

Programmer
  • Implemented sidescrolling character controller with dynamic obstacle generation
  • Built progression mechanics and difficulty-scaling systems
  • Developed in Unity with C# at Mega Cat Studio
Unity C# Sidescroller
Auto Duel cover Single Player

Auto Duel

Programmer
  • Developed gameplay systems, UI, and AI behaviour using custom state machine architecture
  • Optimised memory and logic, reduced crashes, and improved runtime stability
  • Developed in Unity with C# at Mega Cat Studio
Unity C# State Machine AI Retro Remaster
Cog in the Machine cover Game Jam

Cog in the Machine

Programmer
  • Designed and implemented puzzle mechanics and problem-solving gameplay systems
  • Developed level logic and player interaction systems within a game jam timeframe
  • Developed in Unity with C# for Kingston University game jam
Unity C# Puzzle Game Jam
03

Skills

Quality Assurance

Functional Testing Regression Testing Performance Testing Multiplayer Testing Bug Reporting Mantis Test Documentation Test Planning Cross-Platform QA

Programming

C# Python Unity Engine Unreal Engine 5 Blueprints Construct 2 Gameplay Systems AI Behaviour Procedural Generation

Technical Tools

Firebase AWS Roslyn NavMesh Cinemachine Git Adobe Photoshop Scriptable Objects JSON

Practices & Soft Skills

Rapid Prototyping System Design Debugging & Optimisation Agile Workflows Customer Service & Communication Attention to Detail Collaborative & Approachable Adaptable
04

Experience

Dec 2022 — May 2024

Programmer & QA Tester

Mega Cat Studio

  • Developed gameplay features for multiple titles including Dino Dash and Auto Duel using Unity and C#
  • Performed functional, regression, and multiplayer testing across shipped titles
  • Documented and tracked bugs using Mantis, collaborating with developers to verify fixes
  • Shipped credit: WrestleQuest (QA Tester)
Apr 2022 — Sept 2022

Programmer

Ntek Systems Inc.

  • Developed Meta Town, an online office application using AWS server infrastructure
  • Built gameplay systems and features using Unity and C#
Feb 2021 — Dec 2021

Programmer & Project Manager

Chryse Studio Inc.

  • Programmed gameplay features for Where's Anna (horror sidescroller) and Fish and Ships (tower defence)
  • Managed project coordination, bridging communication between design, art, and programming teams
2014 — 2016

Technical Support & Billing Representative

Sitel (Bell Canada)

  • Delivered frontline technical support and billing assistance with strong customer satisfaction
05

Education

2025 — Present

MSc Game Development

Kingston University, London

2016 — 2022

BS Interactive Entertainment & Multimedia Computing

De La Salle–College of Saint Benilde, Manila

2009 — 2013

Hotel Resort & Restaurant Management / Hospitality Management

Saint Louis University / University of the Cordilleras, Baguio City

06

Let's build something great.

Open to game developer roles — both QA and programming — at UK studios. Whether you have a project in mind or just want to connect, I'd love to hear from you.