10+ Years Experience Nintendo Switch PC Steam Deck Verified iOS Android Web
Based in Kyoto, Japan
Building gameplay systems, developer tools, and production workflows that streamline development, accelerate iteration, and help teams ship better games.
Commercial Experience
Professional Profile
John Paul Mateo
Senior Gameplay & Systems Engineer
Authorized to Work in Japan Based in Kyoto, Japan
Open to Relocation Nationwide
🏛️10+ Years Experience 👑Project Lead
Unity C#
English: Fluent Japanese: Working Proficiency (Meeting-Ready) Tagalog: Native
“Programming is a means to an end—not the end itself. Great software exists to create great experiences.”
I enjoy solving the production problems that slow teams down. Working closely with designers, artists, and engineers, I build practical tools, systems, and workflows that remove friction, accelerate iteration, and help teams create better games.
Outside of game development, I build independent software and hardware projects to explore product design, rapid prototyping, and emerging technologies—bringing new ideas and perspectives back into commercial game development.
Core Expertise
Systems
Gameplay Systems Data-Driven Systems
Engineering
Developer Tooling Workflow Automation Cross-Platform Development Production Workflows
A curated look at shipped and live-service commercial games, focusing on
gameplay architecture, systems engineering, optimization, and developer
tooling.
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Team of
7
Forestrike
Senior Gameplay & Systems Engineer · 株式会社 Skeleton Crew Studio
Released PC · Steam Deck Verified · Nintendo Switch
Extended Forestrike's gameplay architecture and designer tooling mid-development, unifying encounter systems, run tracking, and narrative workflows into a scalable pipeline that shipped stable on PC, Steam Deck, and Nintendo Switch.
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Architected the end-to-end Run Results system, unifying gameplay statistics and progression into a scalable, designer-configurable pipeline.
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Diagnosed two distinct memory leaks blocking Nintendo Switch stability — one in our replay system, one in Unity itself — unblocking release.
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Engineered modular Map and Region systems, enabling designers to author themes, animations, and transitions through reusable workflows.
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Architected reusable gameplay frameworks for Spawn, Character Introduction, and state coordination across encounters and cutscenes.
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Designed designer-facing tooling for text effects, narrative extensions, and technique operations to accelerate content iteration.
Embedded Senior Unity Engineer · Limit Break Studio International
Soft Launched iOS · Android
Architected puzzle-piece systems and boss encounter frameworks to support late-game content beyond 750+ live levels, resolving critical gameplay bugs and adding test coverage within an established live-service codebase.
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Extended an undocumented legacy boss framework with clearer designer-facing configuration.
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Refactored core puzzle-piece architecture to improve long-term maintainability on a live-service title.
Gameplay Engineering Lead · The Studio of Secret 6
Released Web
Architected a modular puzzle creation framework combining reusable gameplay systems, creator tooling, and production workflows that enabled designers and players to independently build, validate, and share content while supporting more than 100 configurable puzzle pieces without architectural changes.
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Architected a modular puzzle framework enabling 100+ configurable puzzle pieces without engine modifications.
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Engineered an in-game editor that let designers and players build and iterate on levels in real time.
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Established a publish-time validation workflow ensuring creators verified levels before community sharing.
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Standardized asset integration through sprite, animation, and texture packing conventions that reduced graphical issues across the team.
Thoughts, technical deep dives, and production lessons from building and
shipping games. Covering gameplay systems, architecture, optimization,
tools, and the engineering decisions behind them.
Building Within Constraints: Lessons from a Two-Week Project
How a two-week deadline forced every engineering decision, and why scoping, MVP design, and choosing what not to build mattered more than building the most flexible system.
Building Gameplay Systems Designers Can Control
How data-driven gameplay systems, designer tooling, and clear ownership boundaries reduce dependencies between designers and engineers, enabling faster iteration and more scalable game development.
Engineering for Iteration: Reducing the Cost of Change
How designing gameplay systems for iteration, flexibility, and maintainability reduces production bottlenecks and helps teams adapt quickly throughout game development.