Senior full-stack developer & DevOps engineer focused on TypeScript backends, cloud infrastructure, and game development. I build production APIs, resilient distributed systems, and interactive game systems β with an emphasis on readable code, clear architecture, and fast iteration.
π Havana, Cuba (UTCβ4) Β· Open to remote senior roles
- Mother Hub β Unity game shipped on Steam (1,900+ followers), built as freelance client work.
- distributed-bittorrent β Peer-to-peer file sharing built on a Chord DHT, with successor-list fault tolerance, data replication across nodes, and per-piece hash verification. Dockerized client + tracker (Python).
- LayeredTerrain β Framework for layer-based procedural terrain generation in Unity (C#) β my B.S. Computer Science thesis.
- ChessLogic β C# implementation of chess rules and move generation β clear algorithms and domain modeling.
- dms-dcal β Open-source Dank Material Shell plugin showing your next calendar event with a live countdown (QML).
- Bubble β Game made in Godot for the Global Game Jam 2025.
- MonkeyLab β Game made in Unity for the Global Game Jam 2024.
- Languages: TypeScript, JavaScript, C#, Python, SQL
- Backend: Node.js, NestJS, Express, Fastify β REST APIs, microservices, modular monoliths, Domain-Driven Design
- Frontend: Vue.js, React, Next.js, Vite
- Cloud & DevOps: AWS (EC2, ECS, EKS), Docker, Kubernetes, GitHub Actions, PostgreSQL, Kafka, RabbitMQ
- Game development: Unity (C#), Godot (GDScript), shaders, procedural systems
- Practices: TDD (Jest, Vitest, Cypress, Playwright), clean architecture, iterative prototyping, pragmatic documentation
- Email: leoamaro@pixelcampione.com
- LinkedIn: linkedin.com/in/leoamaro01
Open to remote senior full-stack/DevOps roles, and to collaborating on TypeScript backends, tooling, and game systems.

