Hi, I'm Márcio Freitas. I’m a game engine programmer working on low-level systems and build pipelines, deliberately building software to stay simple, fast, and understandable. I build systems that can be fully understood and controlled, not just assembled. I’ve been doing this for over 20 years, including AAA games, and currently work on CryEngine.
Below are some of the main projects I’ve worked on.
I work directly on CryEngine, focusing on build systems and core engine infrastructure. My work is centered around how games are built with the engine:
I tend to look at the engine from the developer side rather than just the player. The focus is on how different roles—programmers, artists, designers—use it day to day, not just on the final runtime.
Worked on core engine infrastructure supporting the next entry in the Crysis franchise, with a focus on improving development workflows.
Worked on engine-level systems contributing to the remastering of Crysis, Crysis 2, and Crysis 3, maintaining and improving shared infrastructure across multiple titles.
Build systems, build time optimization, and core engine work on Hunt: Showdown.
Developed by Aquiris and published by Scopely.
I worked on this project from early development through several years of production, eventually becoming one of the lead developers.
This was my entry point into professional game development during the early days of social/mobile games.
I worked as a lead programmer, building both gameplay and supporting systems.