Javier Pastor Serrano

Programmer Games & Live Products

With a background in game development, I build interactive features, UI and social systems used by millions of players. Currently working on Monopoly GO! at Scopely.

Work

Experience

  1. Apr 2026 – Present

    Scopely

    Engineer (Client)

    • Building and maintaining social features for Monopoly GO!, a free-to-play live game played by millions of players.
    • Supporting live operations by delivering bug fixes, new content and server-side tasks on a two-week release cycle.
    • Running A/B tests and delivering KPI-focused improvements with product, design and engineering.
    • Reviewing teammates' code and helping other engineers with technical questions.
    • Developing internal tools, writing automated tests, profiling and debugging, and monitoring errors and crashes.
    • Using AI coding assistants to speed up development, debugging and test writing.
    • Unity
    • C#
    • Git
    • Internal tools
    • Looker
    • Bugsnag
    • Jira
    • A/B Testing
    • AI-assisted Development
  2. Jun 2025 – Jan 2026

    Voodoo

    Mid-Level Game Programmer

    • Developed gameplay features and refined existing systems on several free-to-play hyper-casual and hybrid-casual games.
    • Ran A/B tests and used analytics to improve KPIs such as retention and ad performance.
    • Reduced build size by 25% and improved runtime performance through profiling and debugging.
    • Integrated and updated SDKs for analytics, ads and IAPs.
    • Supported live operations by preparing iOS and Android builds, investigating release issues and shipping regular store updates.
    • Wrote tests, reviewed teammates' code and helped other developers.
    • Unity
    • C#
    • Git
    • Firebase
    • GameAnalytics
    • IAPs / Ads
    • A/B Testing
    • AI-assisted Development
  3. May 2020 – Jun 2025

    Kwalee

    Mid-Level Game Programmer

    • Prototyped and iterated on many free-to-play hyper-casual and hybrid-casual games, taking several to release.
    • Supported live operations through gameplay updates, bug fixes, iOS/Android releases and internal SDK updates.
    • Improved runtime performance and build size through profiling and debugging.
    • Used analytics and A/B testing to support KPI improvements.
    • Investigated Jenkins build failures to keep builds and releases on track.
    • Reviewed teammates' code and collaborated with design, art, production and product teams.
    • Unity
    • C#
    • Git
    • Internal SDK
    • Firebase
    • Jenkins
    • GameAnalytics
    • IAPs / Ads
    • A/B Testing
    • Jira
  4. Jun 2018 – Apr 2019

    Super Awesome Hyper Dimensional Team

    Junior Game Programmer

    • Built a playable prototype and presented it to 500+ attendees at Valencia Indie Summit.
    • Implemented gameplay mechanics, scene flow and multi-platform support.
    • Iterated on feedback from players and judges during the showcase.
    • Unity
    • C#
    • Git
    • Spine 2D
  5. Mar 2018 – Jun 2018

    Iction

    Junior Game Programmer

    • Implemented gameplay features and fixed technical issues across Unity projects.
    • Helped with production tasks, project setup and day-to-day development support.
    • Unity
    • C#
    • Git
  6. Jan 2017 – Dec 2017

    Infinite Games Studios

    Junior Game Programmer

    • Implemented gameplay features and supporting systems in Unity.
    • Worked on bug fixing, performance improvements and general project stability.
    • Unity
    • C#
    • Git

Education

  1. 2016 – 2017

    Teesside University

    BSc (Hons) Computer Games Programming

    70%First-Class Honours
    • Advanced Game Development
    • Artificial Intelligence for Video Games
    • Computing Projects
    • Mobile Game Programming
    • Multiplayer and Social Games
  2. 2013 – 2016

    ESAT

    HND in Video Games Programming

    60%Second-Class Honours
    • Advanced Programming
    • Artificial Intelligence for Video Games
    • Computer Architecture
    • Databases
    • Graphics Engine Programming
    • High-Level Programming
    • Low-Level Programming
    • Mobile Game Programming
    • Network Programming
    • Operating Systems
    • Sound Production and Editing
    • Video Game Design
    • Video Game Physics
    • Web Programming
Javier Pastor Serrano

About

I am a programmer with a background in game development and experience building products from early prototypes to polished releases. I enjoy creating reliable systems, useful tools and thoughtful user-facing features in fast-moving teams.

Engine & Code
  • Unity Engine
  • Unreal Engine
  • C#
  • C++
  • Shaders (Basic)
  • DOTween
  • OOP
  • Code Architecture
  • Design Patterns
  • SOLID
  • Dependency Injection
  • Data Structures
  • Algorithms
  • Async Programming
  • Gameplay / UI Systems
  • Addressables / Asset Bundles
Quality & Live Ops
  • Optimisation
  • Profiling
  • Debugging
  • Automated Testing
  • Code Review
  • Crash Monitoring (Bugsnag)
  • Mentoring
  • Live Operations
  • A/B Testing
  • Analytics
  • SDK Integrations
  • Server-side Support
Tools & Pipeline
  • Git / Version Control
  • Build & Release
  • CI/CD (Jenkins)
  • iOS / Android
  • Jira
  • Internal Tools
  • Agile
  • AI-assisted Development
Soft skills
  • Collaboration
  • Communication
  • Problem Solving
  • Adaptability
  • Task Estimation
  • Agile Workflow
  • Ownership
  • Attention to Detail
Languages
  • English – Professional
  • Spanish – Native

Let’s talk!

If my experience looks like a good fit for your team, feel free to get in touch. I am open to programming roles where I can keep building and growing.

javierpastorserrano@gmail.com LinkedIn
Based inSeville, Spain
StatusOpen to new roles
Monopoly GO! screenshot
Project 01 / 14

Monopoly GO!

Monopoly GO! is a large-scale live mobile game played by millions, reimagining the classic board game as a fast-paced social experience built around events, collection, progression and regular updates.

I contribute to Friends-related social systems and player-facing features, as well as internal tools, while supporting A/B testing, KPI-driven improvements, bug fixing and selected server-side tasks.

Skyline Bowling screenshot
Project 02 / 14

Skyline Bowling

A hybrid-casual bowling game built around quick sessions, simple drag controls and satisfying physics.

I worked on live updates, gameplay changes, SDK integrations, bug fixing, performance optimisation and build-size reduction. I also helped set up and track A/B tests for KPI-driven product iterations.

Derailed: Survival Adventure screenshot
Project 03 / 14

Derailed: Survival Adventure

A hybrid-casual survival adventure where players drive a train through dangerous landscapes, gather resources, recruit a crew and make decisions along the way.

I focused on performance work, build-size reduction, bug fixing, SDK integrations, new gameplay features and A/B test support.

Helix Jump screenshot
Project 04 / 14

Helix Jump

A widely played hyper-casual live game where players rotate a helix tower to guide a bouncing ball through gaps while avoiding obstacles.

I implemented and maintained gameplay features, handled SDK integrations, supported live updates and A/B tests, fixed bugs and worked on stability, performance and build-size improvements.

Sharpshooter Blitz screenshot
Project 05 / 14

Sharpshooter Blitz

A hyper-casual shooter built around quick reflexes, simple tap controls and short challenge-based levels.

I worked on bug fixing, performance improvements, new gameplay features and SDK integrations to keep the project stable and compatible.

Baseball Boy screenshot
Project 06 / 14

Baseball Boy

A widely played hyper-casual live game where players hit balls, earn coins and upgrade their stats to push their distance further.

I fixed bugs, improved stability, optimised performance, reduced build size, maintained gameplay features, updated SDK integrations and helped track A/B tests for product improvements.

Oil Digging 3D screenshot
Project 07 / 14

Oil Digging 3D

A hybrid-casual game about building and running an oil operation, from drilling the first well to creating a pipeline network for transport.

I contributed from prototype to release on one of the company's early hybrid-casual projects, implementing core systems such as machines, resource collection, delivery logic and the in-game shop.

Drawer Sort screenshot
Project 08 / 14

Drawer Sort

A hybrid-casual puzzle game where players organise messy drawers with precision and a bit of planning.

I worked across the full development cycle, from prototype to release. My work included gameplay logic, UI flows, level creation tools for designers and the hint system.

Tower Smash screenshot
Project 09 / 14

Tower Smash

A hybrid-casual game about aiming, shooting and bringing down colourful tower structures with satisfying destruction.

I researched and implemented new mechanics so designers could test fresh ideas and expand the gameplay loop.

Hospital Simulator 3D screenshot
Project 10 / 14

Hospital Simulator 3D

A hybrid-casual management game where players run and expand a hospital, balancing patient flow, machines and upgrades.

I worked from prototype to final product, implementing core gameplay logic for hospital machines, AI behaviours, progression systems and the in-game shop.

Wheel Race screenshot
Project 11 / 14

Wheel Race

A hyper-casual racing game built around quick rounds, upgrades and increasingly difficult tracks.

I contributed from prototype into production, implementing gameplay systems and UI features including battles and level progression.

Car Dealer 3D screenshot
Project 12 / 14

Car Dealer 3D

A hyper-casual game about buying, assessing and selling used vehicles while growing a dealership.

I contributed to several mini-games and upgrade flows, including car parking and space upgrades, with a focus on bug fixing, gameplay improvements and UI polish.

Build It 3D screenshot
Project 13 / 14

Build It 3D

A hyper-casual construction game made of short building and demolition challenges.

I developed mini-games such as the crane roof-placement challenge, and contributed to other mechanics including the wrecking ball and bulldozer sections.

A Dose Of You screenshot
Project 14 / 14

A Dose Of You

A narrative-driven game with card-based combat, set in a fantasy world where the player investigates a crime.

I contributed to the demo shown at Valencia Indie Summit 2019. My work included the map, scene events, the pairs mini-game, find-object UI, dialogue scripting and bug fixing.