Diego Leonel Rosas

I build the tools that let game teams ship content faster.

Senior Tools & Live Ops Engineer — Unity (C#) + Node.js/TypeScript. Currently building the tooling layer behind Marvel Strike Force at Trick Studios.

Based in
Greater Buenos Aires · Remote, UTC−3
Portrait of Diego Leonel Rosas

01 — About

I own the tooling layer that content designers depend on. On Marvel Strike Force at Trick Studios, that's meant Unity Editor tools for authoring missions, campaigns, combats and raids, and the Node.js/TypeScript services behind the live ops platform that configures in-game events. When designers ship faster, the game ships faster — that's the problem I work on day to day.

Before tooling, I shipped three of my own games as sole or main programmer — Drop Alive on Steam, plus two educational titles for Legends of Learning — and built the backend systems behind two more. I took my first steps into development modding RPG Maker games in school, and later graduated from Universidad Tecnológica Nacional with an associate degree in Computer Programming.

This site is focused on my work in games — every project below covers what I actually built, not just what shipped. For my complete professional history, including work outside the games industry, see LinkedIn. I'm open to senior backend, tools, and live ops roles at remote-first studios — if that's what you're hiring for, let's talk.

02 — Projects

Projects

What I actually built, on each one — tools and live ops on a top-grossing live game, backend systems for two more in alpha, and three games I shipped solo or as main programmer.

Marvel Strike Force — Tools & Live Ops

Senior Fullstack Engineer, Game Tools & Live Ops

View game ↗

Marvel Strike Force is a top-grossing mobile RPG with years of continuous live operations. I own the tooling layer content designers depend on: the Unity Editor tools they use to author missions, campaigns, combats and raids, and the live ops platform where game content and events are configured and managed.

  • Bulk mission generator. Trait-aware, automated enemy team composition replaced a manual, one-mission-at-a-time workflow — content that took months to produce now takes days.
  • Combat simulator, parallelized. Cut runtimes roughly in half, moved it to Unity Batch Mode, and wired it into a nightly Jenkins job so designers' machines stay free.
  • IMGUI → UI Toolkit migration. Rebuilt legacy tooling around how content teams actually work day to day.
  • End-to-end gameplay changes. Combat modifiers, UI changes and matchmaking adjustments — from technical design doc through implementation, feature kill switch, and production release.
  • Live ops platform. Extended the content-management platform used to define and configure in-game events.
Marvel Strike Force
Platform
iOS / Android
Stack
Unity (C#), UI Toolkit, Node.js, TypeScript, Express, MongoDB, WebSockets, Jenkins, Perforce, Docker
Team
Cross-functional, alongside Scopely staff in the US

Echoes of Empire & War Park — Backend Systems

Backend Game Developer

Built serverless backend microservices for two multiplayer games in alpha — Echoes of Empire, a 4X sci-fi strategy game, and War Park, a vehicle brawler — on AWS with Node.js and TypeScript.

  • Auth flows. Designed and implemented sign-up, login and password-reset.
  • Analytics pipeline. Built the game analytics ingestion pipeline.
  • Guild & user management. Implemented the services both games run on.
Echoes of Empire

Echoes of Empire

War Park

Platform
Web / Browser
Stack
AWS Lambda, API Gateway, Cognito, DynamoDB, Kinesis, Glue, S3, SNS, Serverless Framework, Node.js, TypeScript

Decimal Dungeon

Sole Programmer & Designer

Play ↗

A math-adventure game where students add, subtract, multiply and divide their way through a dark dungeon, built to the client's technical and educational spec alongside one artist.

  • Sole programmer. Built the entire game from the client's requirements, working closely with a co-worker on the art.
  • Four puzzle types. Designed and implemented distinct math puzzles for addition, subtraction, multiplication and division.
  • Core systems. A top-down 2D player controller and a dialogue system, both from scratch.
  • Integration. Art, animation, music, sound, educational material and the client's platform SDK.
Decimal Dungeon
Platform
Web / Browser
Stack
Unity, C#, Git
Team
2

The Stolen Jewel

Sole Programmer & Designer

Play ↗

An educational puzzle game where players help twins Matt and Ginny catch a jewel thief by solving puzzles built around multiplying whole numbers, fractions and mixed numbers.

  • Sole programmer. Built the entire game from the client's requirements, working closely with a co-worker on the art.
  • Four puzzles. Designed and implemented four distinct educational puzzle mechanics.
  • Dialogue system. Built from scratch to carry the twins' story.
  • Integration. Art, animation, music, sound, educational material and the client's platform SDK.
The Stolen Jewel
Platform
Web / Browser
Stack
Unity, C#, Git
Team
2

Drop Alive

Main Programmer

View on Steam ↗

A 2D platformer with hand-illustrated scenarios and an exclusive soundtrack. As main programmer, I worked closely with the designer and art director to match every mechanic to the feeling it needed to convey.

  • Player controller. Built a state-switching character controller — three distinct states, each with its own behaviors and mechanics.
  • Damage & healing systems. Designed and implemented from scratch.
  • Environmental hazards. Programmed the behavior of interactive hazards and other level elements.
  • Third-party & platform integration. Pro Camera 2D, Rewired, and the Steamworks SDK through to release.
Drop Alive
Platform
PC (Steam)
Stack
Unity, C#, Git
Team
3 to 6

03 — Contact

Let's talk

Open to senior backend, tools, and live ops roles at remote-first game studios. If you think you've got something interesting, I'd like to hear about it.