David R. Chaverri
Game Developer
Game Developer with cross-disciplinary experience in Technical Design, Gameplay Programming, Cinematics, and Production Management, providing a practical, end-to-end understanding of creative and technical workflows across the AAA game development lifecycle and episodic releases. Proven ability to operate effectively in fast-paced development environments, applying strong decision-making and problem-solving skills to translate complex initiatives into coordinated content delivery. Experienced collaborating across Production, Engineering, Audio, Design, and QA teams through clear communication, supporting aligned execution, high-quality standards, and reliable performance for polished player experiences.
Shipped titles:
- NFL – Madden 20
- Batman S2: The Enemy Within
- Game of Thrones: A Telltale Games Series
- The Walking Dead S3: A New Frontier
- Minecraft: Story Mode
- The Walking Dead: Season Two
- The Wolf Among Us
- The Walking Dead : Michonne
- Tales from the Borderlands
- Marvel Guardians of the Galaxy: The Telltale Series
- The Walking Dead S1: 400 days
- Face of the Franchise QB1
Professional Expertise
Technical Designer
- Designed AAA gameplay features supporting player engagement
- Implemented narrative-driven gameplay systems
- Coordinated feature delivery with Production, Engineering, Audio, and QA
- Balanced design intent with technical and production constraints
Content Programmer
- Scripting and implementation of levels, mechanics, and environments
- Owned QTEs, combat systems, dialogue flow, triggers, and progression logic
- Implemented gameplay systems supporting on-time delivery of episodic titles
- Memory and performance awareness under evolving engine constraints
Cinematic Artist
- Directed cinematic sequences with focus on pacing and camera language
- Character performance (acting beats, timing, focus)
- Integrated cinematics with gameplay systems and dialogue flows
- Contributed to consistent visual and narrative player experiences
Project Management
- Managed milestones, schedules, roadmaps, and scope control
- Led cross-functional teams across global environments
- Delivered executive status reporting and performance updates
- Drove process optimization and workflow standardization
Technical Designer
Madden 20
- Delivered a narrative-driven gameplay mode within the AAA development lifecycle
- Scripted branching dialogue interactions and event-driven sequences that adapted to player performance and choices
- Ensured a replayable and personalized experience for players through responsive narrative systems
Credits
- Madden 20
- M20: Face of the Franchise
Batman S2: The Enemy Within
- Developed cinematic interactivity systems including branching dialogue and event-driven sequences that respond to player performance and choices
- Built the Cyber Eye system, enabling players to investigate environments using tools such as holographic projections, thermal scans, and x-ray vision
- Implemented Riddler’s Death Chamber, a complex sequence that enhanced puzzle-solving, requiring advanced game state management, custom scripts, UI integration, and memory optimization
Credits
- Ep1: The Enigma
- Ep2: The Pact
- Ep3: Fractured Mask
- Ep4: What Ails You
- Ep5: Same Stitch
Game of Thrones: A Telltale Games Series
- Balanced gameplay content and scene complexity, requiring careful implementation discipline to maintain cinematic fidelity while keeping performance stable across episodes
- Strengthened cross-department collaboration to address technical constraints across large-scale development
- Implemented complex attachment systems for diverse weapons and mounts and iterated extensively on blood and fire VFX to achieve the desired visual quality
Credits
- Ep1: Iron From Ice
- Ep2: The Lost Lords
- Ep3: The Sword in the Darkness
- Ep4: Sons of Winter
- Ep5: A Nest of Vipers
- Ep6: The Ice Dragon
Tales from the Borderlands
- Supported gameplay feature delivery for the climactic Final Boss encounter, through game state–driven logic
- Collaborated with designers, producers, artists, and QA to deliver on-time episodic content releases
- Systems were developed for replay value, personalization, and reliable runtime behavior across varied game states
Credits
- Ep5: The Vault of the Traveler
Gameplay Programming
The Walking Dead S3: A New Frontier
- Scripted gameplay sequences of QTEs, combat, dialogue flow, and progression logic
- Delivered gameplay narrative progression and balanced pacing through points of interest and interactive decision-making
Credits
- Ep1: Ties That Bind
- Ep2: Ties That Bind (Part 2)
- Ep3: Above The Law
- Ep4: Thicker Than Water
- Ep5: From The Gallows
The Walking Dead: Michonne
- Leveraged upgrades to the engine capabilities to deliver visually compelling and emotionally charged gameplay
- Collaborated closely with Producers to translate creative ideas into scripted action and cinematics
- Implemented advanced mechanics and pushed engine capabilities for cinematic combat and dialogue sequences
Credits
- Ep1: In Too Deep
- Ep2: Give No Shelter
- Ep3: What We Deserve
Marvel Guardians of the Galaxy: The Telltale Series
- Assisted with combat scripting implementation and programming support for fight sequences under tight deadlines
- Assisted gameplay content delivery across multiple episodic releases
Credits
- Ep1: Tangled Up in Blue
- Ep2: Under Pressure
Minecraft: Story Mode
- Collaborated cross-functionally to deliver features on schedule
- Implemented interactive content to multiple shipped episodic titles within a production pipeline
Credits
- Ep1: The Order of the Stone
- Ep2: Assembly Required
- Ep4: A Block and a Hard Place
Cinematics Cut-scenes
The Wolf Among Us
- Integrated cinematics with gameplay systems and combat mechanics, recognized by critics and players for its narrative depth and fight sequences originality
- Combined cameras, animation, dialogue, lighting, and VFX to build dramatic cut-scenes
Credits
- Ep1: Faith
- Ep2: Smoke and Mirrors
- Ep3: A Crooked Mile
- Ep4: In Sheep’s Clothing
- Ep5: Cry Wolf
The Walking Dead: Season 2
- Integrated cinematic sequences with animation libraries and interactive dialogue for consistent visual and narrative quality delivery
- Maintained intensity —camera language and beat timing without losing narrative clarity tuned for player-driven scenes
Credits
- Ep1: All That Remains
- Ep2: A House Divided
- Ep3: In Harm’s Way
- Ep4: Amid the Ruins
- Ep5: No Going Back
The Walking Dead: 400 Days
- Supported clean transitions between cut-scenes and interactive moments with readable pacing and consistent framing
- Maintained game quality standards across episodic content
Credits
- Ep6: 400 Days
Face of the Franchise
- Contributed to the development of “Face of the Franchise” a guided narrative-driven game mode tracking a player-created QB from College Football through the NFL Draft
- Supported player engagement through scenario scripting and branching structures
Credits
- Madden 20
- M20: Face of the Franchise
Skill Proficiencies
Work Experience
Client Delivery Manager – Hewlett-Packard Inc.
May 2023 – Dec 2025 / Heredia, CR
- Managed stakeholder communication, risk tracking, escalation, and performance reporting
- Coordinated global teams, balancing priorities, dependencies, and operational constraints
- Experience directly transferable to production leadership, live operations, and executive communication
Technical Success Lead – IBM/Kyndryl
Jul 2021 – Feb 2023 / Heredia, CR
- Led delivery of large-scale, cross-functional service initiatives with strict SLA, schedule, and quality requirements
- Applied process improvement, metrics tracking, and continuous optimization to improve delivery outcomes
Technical Designer – Electronic Arts (EA)
Dec 2018 – Jan 2020 / Orlando, FL
- Introduced “Face of the Franchise: QB1”, a guided narrative-driven playable mode
- Delivered a narrative-driven gameplay mode within the AAA development lifecycle
- Scripted branching dialogue interactions and event-driven sequences that adapted to player performance and choices
- Ensured a replayable and personalized experience for players through responsive narrative systems
- Shipped titles:
Gameplay Programmer – Telltale Games
Mar 2015 – Jan 2018 / San Rafael, CA
- Scripting and implementation of levels, mechanics, and environments
- Scripted gameplay sequences of QTEs, combat, dialogue flow, and progression logic
- Collaborated with designers, producers, artists, and QA to deliver on-time episodic content releases
- Developed cinematic interactivity systems including branching dialogue and event-driven sequences that respond to player performance and choices
- Systems were developed for replay value, personalization, and reliable runtime behavior across varied game states
- Shipped titles:
Cinematic Artist – Telltale Games
Oct 2013 – Mar 2015 / San Rafael, CA
- Directed cinematic sequences, managing scene pacing, camera language, lighting, and character performance
- Collaborated with narrative, animation, and production teams to ensure emotional clarity and interactive continuity
- Integrated cinematics with gameplay systems and combat mechanics, recognized by critics and players for its narrative depth and fight sequences originality
- Maintained quality standards while adapting to tight schedules and production constraints
- Supported multiple episodic releases, contributing to consistent visual and narrative quality across titles
- Shipped titles:
Education
New England Institute of Technology – B.S. Computer Science
Sep 2009 – Sep 2012 / Warwick, RI
- Concentration in Video Game Development and Simulation Technologies
- Awarded “Best 3D Artist” of graduating class
Games Display
Rotating carousel of shipped games. Use the links to jump to each role section.