Buenos Aires, AR · since 2014

Lucas Fernández
Villafranca

Platform Architect @ Jam City · game developer

I build the native SDKs and backend services that mobile games run on. On the side, I still make small games and engine experiments.

// canvas port of my Unity experiment unity-labs/MovingFloor — move the cursor

01 About

Lucas Fernández Villafranca holding his cat
4×4 Bayer dither · hover for the real one

I'm a software engineer who has spent the last nine years at Jam City. I started there as a Unity/C# developer on Panda Pop and Snoopy Pop, and moved into the Central Tech team, where I now work as a platform architect.

Today my work sits between the game and everything around it: native SDKs for Android and iOS, the microservices behind them, and making sure all of that plugs cleanly into Unity, C++ and AS3 clients.

Before games I was a full-stack developer for the Buenos Aires City Government. I studied Game and Interactive Media Design at Escuela Da Vinci.

now
Platform Architect, Jam City
in games since
2015
learning
C++ · Unreal · Kubernetes
speaks
Spanish · English

02 What I work with

Day to day

  • Java · Android
  • Objective-C · iOS
  • C++
  • Backend microservices
  • AWS
  • GCP
  • Kubernetes
  • API & SDK docs

Games

  • Unity · C#
  • C++
  • Unreal (learning)
  • Godot (tinkering)
  • ActionScript 3

Earlier on

  • JavaScript · Node
  • AngularJS
  • PHP
  • MySQL · Postgres · Mongo
  • Cordova

03 Experience

  1. 2024 — now

    Associate Platform Architect · Jam City

    • Develop and maintain native SDKs for Android (Java) and iOS (Objective-C).
    • Own several backend microservices, from new features to long-term maintenance.
    • Work with game teams to integrate the SDKs into Unity, C++ and AS3 clients.
    • Evaluate and adopt AWS/GCP services; write the API and SDK documentation.
  2. 2019 — 2024

    Principal Platform Engineer · Jam City

    • Central Tech team: native Android/iOS libraries shared across the studio's games.
    • Microservice maintenance and features; testing library integrations across engines.
  3. 2017 — 2019

    Senior Software Engineer · Jam City

    • Gameplay features, first and third-party library integrations, optimization and bug fixing on Unity/C# mobile games.
    • Built internal tools to speed up the team's pipeline. Main titles: Panda Pop and Snoopy Pop.
  4. 2014 — 2017

    Full Stack Engineer · Buenos Aires City Government

    • Web and mobile apps for city services, including software for public information terminals. Also some Unity interactive pieces.

04 Side projects

Unity · C# · Compute shaders · 2023

Unity Labs / MovingFloor

A sandbox of small Unity demos. MovingFloor raises and lowers a grid of tiles around the player using a distance range and an animation curve. It has two implementations — plain CPU and a compute shader — to compare the cost. The hero of this page is a JavaScript port of it.

source ↗
Lali Torres Fotografía logo: a cat peeking over a camera

client · Next.js · Cloudflare · 2026

LaaS / Lali as a Service

Private photo and video galleries for photographer Lali Torres. Built with Next.js and running on Cloudflare Workers, with D1 as the database and R2 for file storage.

lalitorresfotografia.com ↗
Sloth's Light: torch-lit voxel corridor

Unity · C# · Google Cardboard · 2017

Sloth's Light

An infinite runner for Google Cardboard VR, made as a course assignment on integrating VR into a game. Builds for Android and Windows.

source ↗
Galactic Dash title art

ActionScript 3 · Flash · 2016

Galactic Dash

One of our first games: a mobile arcade game inspired by Tomb of the Mask, made with Ignacio Gilardoni. Most of the art is ours too.

source ↗

05 Contact

If something here caught your attention, reach out. LinkedIn is the fastest way.