Hello!

I'm Dorian Cadenas, a passionate UI Software Engineer who loves the letters on my screen transforming to something alive.

On the Internet, I call myself Dorian Hawkmoon as well.

Background

I got my degree in Computer Science Engineer from University of León, with First-class Honours, and my Master degree in Videogame design and development from Universitat Politécnica de Catalunya (UPC). With a timid start in slots machines, I jumped to AAA games at EA to become a UI software engineer, career that I'm currently following.

Currently based in Madrid, Spain, my main focus is expanding my knowledge in Unreal and C++, and keep enjoying coding such an interesting, complex and ever changing field as videogames.

As any of my fellow coworkers and managers would say about me, they absolute agree defining me as a team player, friendly and easy-going who likes to share knowledge and discoveries, and has a good analytical skills and attention to details.

Skills

Engines/Frameworks

Unreal, Frostbite, in-house engine, Unity.

Languages

C++, Java, ActionScript 2.0, HTML5/CSS3.

Tools

Github, Perforce, Jira, Slack, Trello, Confluence.

Other random skills

Linux and selfhosting.

Not disclosed IP

Work in Unreal and C++ where I developed parts of the UI such as a setting screen, bosses bar, quick time events, minimap and radar and some other pieces of the interface for a first person game.

Madden 24

Fourth year at Madden, main work of architecturing and refactoring work that unified parts of the UI game. Using mainly ActionScript with Frostbite and C++.

Madden 23

Third year at Madden, while doing the proper modifications to the features I worked in previous years, I also got involved in the classes feature of the avatar and 3D scenes transition. Using mainly ActionScript with Frostbite and C++.

Madden 22

Second year as UI engineer, my main task was the implementation of the profile feature of the game, leading its TDD and being in charge of their results. My work also included the rewards, objectives, store and customization areas. Using mainly ActionScript with Frostbite and C++.

Madden 21

As part of My Avatar UI team at Madden. I developed several parts including the Store, Customization, and purchases with soft and hard coins and first party points. Using mainly ActionScript with Frostbite and C++.

Queens and Diamonds

During my time at Unidesa/Cirsa as a general game developer, this is the main project I worked from the beginning to the end, along with other games. Made with their in-house engine using C++.

Drop

Our student project made in Unity within a team of 6. It won several awards

Caveman Ninja

Made as part of the master degree, with SDL and C++.

Graphiure

Bachelor´s Degree Final Project I did for learning about game engines and best practices in the industry. Using C++, the SFML framework and TinyXML2.

Work experience

July 2023
to present

Saber Interactive Spain

Working on a non disclosed IP

  • Main UI programmer, responsible for implementing several features, ranging from complete screens to specific widgets, both during gameplay and on menus.
  • Some features were iteration over inherited code or refactors, and others from scratch.
  • Main technologies: Unreal and C++.
  • Working for PC and consoles.

July 2019
to July 2023

Electronic Arts

Shipped Madden 21, Madden 22, Madden 23 and Madden 24 as UI Software Engineer.

  • Responsible of writing technical documentation for new features, including task breakdown, implementation and bug fixing. Involved in team task estimation from scratch designs, for evaluating feasibility.
  • Close collaboration with different teams (design, QV, artist, producers) in different countries.
  • Main technologies: Frostbite, C++ and ActionScript 2.0.
  • Worked for PC, XOne, PS4, PS5 and Stadia.
  • Also worked on cancelled NBA Live 20.

April 2017
to April 2018

January 2019
to July 2019

Unidesa/Cirsa

C++ Game Developer for slot machines.

  • Responsible of developing a game and porting another using in-house engine and C++.
  • Worked closely with artists, sonology, game designer and QA department.
  • Support and close work with other coworkers in order to help them and/or solve bugs.

June 2016
to October 2016

Digital Legends Entertainment

QA tester with mobile videogames AfterPulse and Respawnables (shooters).

  • Tested videogames in testing and pre-release states.
  • Coordinated efforts with other testers to find bugs in multiplayer and events modes.
  • Daily smoke testing and specific test (stress, new features, players’ reports…).
  • Detailed reports of bugs using Jira and based of game’s documentation.

July 2014
to September 2014

Proconsi S.L.

Porting of a hotel trade program from Windows mobile to Android, with improvements and new features.

July 2011
to September 2011

Indra Sistemas S.A.

Porting a program of inhibitors’ project used in security from C# to Java.

Get in touch

Tell me about your projects, I'm open to interesting projects!