Lesther Reynoso
  • Home
  • Resume

Gameplay

A collection of 4 Posts

Tiny Decisions, Big Impact - Processing Order in Idle RPG Combat
Gameplay

Tiny Decisions, Big Impact - Processing Order in Idle RPG Combat

One of the invisible but critical roles of a gameplay programmer is making design decisions that haven’t been explicitly defined. Often, the design spec stop...

16 May, 2024
3 min read
Context-Aware Footstep Audio via Underfoot Surface Detection
Gameplay

Context-Aware Footstep Audio via Underfoot Surface Detection

In first-person games, small touches like the sound of footsteps can have a major impact on immersion. The challenge: our world was composed of a wide range ...

21 Apr, 2024
2 min read
Techtonica - Custom Game Mode Settings
Gameplay

Techtonica - Custom Game Mode Settings

Implementing 100+ custom game mode settings to customize game play.

10 Feb, 2024
1 min read
Seamless Auto-Crouch System for Traversing Voxel Terrain in Unity
Gameplay

Seamless Auto-Crouch System for Traversing Voxel Terrain in Unity

In a game built on a voxel-based terrain system with rounded terrain edges, we wanted player traversal to feel fluid and intuitive. However, players often fo...

17 Aug, 2022
2 min read

Games

A collection of 3 Posts

Techtonica - First Person factory automation set in an underground voxel world.
Games

Techtonica - First Person factory automation set in an underground voxel world.

Techtonica is a first-person factory automation game I helped bring to life as part of a dedicated team.

07 Nov, 2024
1 min read
Space Cat 9 - Roguelike platformer featuring highly mobile platforming
Games

Space Cat 9 - Roguelike platformer featuring highly mobile platforming

Space Cat 9 is a roguelike platformer I helped develop using Unity and C#, featuring highly mobile platforming, intense boss battles, and a unique 9-lives system which hit a milestone where we confidently released a polished beta build on Itch.io.

09 Sep, 2021
1 min read
Shot in the Dark - Pixel-perfect platforming with precise point-and-click shooting mechanics
Games

Shot in the Dark - Pixel-perfect platforming with precise point-and-click shooting mechanics

Shot in the Dark is a tense and challenging blending pixel-perfect platforming with precise point-and-click shooting mechanics which game I helped develop using Construct 3.

12 Jan, 2021
1 min read

Programming

A collection of 2 Posts

Building an Interactable System in Unreal Engine
Programming

Building an Interactable System in Unreal Engine

In many first-person or third-person games, a core feature is the ability to look at and interact with objects in the world whether it’s opening a door, pick...

17 Jan, 2025
5 min read
Creating a Cross-Engine Debug Wrapper for Reusable Game Code
Programming

Creating a Cross-Engine Debug Wrapper for Reusable Game Code

Porting a project from Unity to Godot as a solo developer introduced a need I hadn’t encountered before: How do I retain the same project architecture and ut...

01 May, 2024
4 min read

UI

A collection of 4 Posts

Quest Journal UI – Interactive, Dynamic, and Multiplayer-Synced
UI

Quest Journal UI – Interactive, Dynamic, and Multiplayer-Synced

I was responsible for implementing the Quest Journal UI, a dynamic menu system that enabled players to track quest progression and control task visibility wi...

23 Apr, 2024
2 min read
Settings Menu – Scalable, Dynamic, and Platform-Aware
UI

Settings Menu – Scalable, Dynamic, and Platform-Aware

As part of a broader UI refactor, I was responsible for engineering the Settings Menu system with a focus on making it scalable, designer-friendly, and respo...

08 Dec, 2023
2 min read
Smart Scrolling - Efficient UI for an Infinite Inventory
UI

Smart Scrolling - Efficient UI for an Infinite Inventory

In our game, the player’s inventory was designed to scale with no hard item limit a potentially infinite list of items. This design offered flexibility, but ...

07 Jul, 2023
2 min read
From Spoken Word to UI - Implementing a Dialogue Playback Log
UI

From Spoken Word to UI - Implementing a Dialogue Playback Log

The Log Menu was designed to give players access to a full transcript of previously played narrative dialogue, including the ability to replay voiced lines. ...

03 May, 2023
2 min read

Featured posts

Techtonica - First Person factory automation set in an underground voxel world.

Techtonica - First Person factory automation set in an underground voxel world.

07 Nov, 2024
Context-Aware Footstep Audio via Underfoot Surface Detection

Context-Aware Footstep Audio via Underfoot Surface Detection

21 Apr, 2024
Settings Menu – Scalable, Dynamic, and Platform-Aware

Settings Menu – Scalable, Dynamic, and Platform-Aware

08 Dec, 2023

Topics

Games Gameplay UI Programming

Lesther Reynoso

Welcome to my portfolio — a curated collection of projects, technical insights, and development challenges from my work as a gameplay programmer and technical designer. Here you'll find real-world implementations, reflections on problem-solving, and highlights from a systems-focused, collaborative approach to game development.

Menu

Home Resume
2025 © Lesther Reynoso. Crafted & Designed by Artem Sheludko.