gonzalo.zeiss / game.dev / Available for new projects
~ hello world Bariloche, AR · 41°S

Building games & AR/VR experiences from Patagonia.

I'm Gonzalo Zeiss, a game developer and computer technician. I ship video games, augmented and virtual reality applications. Mostly in Unity and C#, sometimes in Unreal and C++. I care about interactive experiences that connect with people, and I keep exploring new tools and engines.

Unity C# / C++ AR / VR Mobile Unreal Firebase OpenGL Shaders UI/UX
Gonzalo Zeiss
RoleGame Developer StackUnity, Unreal, C# FocusGames · AR · VR BaseBariloche, Argentina
§ 01 — featured release
RARO logo

Step into history. See ruins roar back to life. Walk where emperors stood.

Platform iOS Apple App Store · 2024
Tech Unity · ARKit · 3D · Spatial audio
Languages EN · IT · ES
Role Game Developer
RARO key visual

3D monuments at your fingertips

Point your phone at ruins like the Colosseum or the Roman Forum and watch them rebuild in 3D. Temples, statues and gladiator arenas rise from the rubble.

Epic storytelling

A virtual narrator guides you through tales of power, betrayal and daily life in ancient Rome. Choose your language: English, Italian or Spanish.

Cardboard lens immersion

Pop your phone into a Cardboard lens for 360° immersion. Or keep it simple: handheld AR works anywhere, anytime.

RARO screenshot 1 RARO screenshot 2 RARO screenshot 3 RARO screenshot 4

Ready to experience Ancient Rome like never before? Download RARO, put on your headset, and begin your journey through time.

Developed with archaeologists and 3D designers for historical accuracy.
Download on App Store
§ 02 — available for
Currently accepting projects

Virtual Production

Virtual production & ICVFX, end to end.

A rare cross-skill on the market: real-time engines (Unreal, Unity) plus live show technology (GrandMA3, Resolume, Madrix). The exact intersection that LED-wall sets, immersive installations and stage productions need, but few people cover at once.

  • Unreal Engine
  • nDisplay
  • GrandMA3
  • Resolume Arena 7
  • Madrix
  • Unity
  • DMX
  • OSC
  • Timecode
  • AR / VR
01 / Capability

LED-wall & ICVFX

nDisplay setup, real-time scene control, camera tracking integration, and sync with lighting consoles via DMX and OSC. The Mandalorian-style stack, scaled to the production at hand.

UnrealnDisplayDMXOSC
02 / Capability

Stage & event control

Years of hands-on operation with GrandMA3, Resolume Arena 7 and Madrix in live productions. Timecode-based show control, LED mapping, and integration with real-time content from game engines.

GrandMA3ResolumeMadrixTimecode
03 / Capability

Real-time interactive content

Custom Unreal and Unity content for installations, immersive experiences and live audience interaction. AR/VR pipelines also covered. RARO is a public example of this stack at work.

UnrealUnityAR / VRMobile
04 / Capability

End-to-end pipeline

From engine setup to show-floor sync. Comfortable across creative tools, programming and operating consoles. Useful when the project needs one person who speaks all the languages of the room.

PipelineShow controlProgrammingOps

Producing an LED-wall set, an immersive installation, or a live show that needs custom real-time content? Let's talk.

Start a conversation
§ 03 — selected work

Personal projects

Games, engines and experiments
Dunkel cover
Award · 2D platformer

Dunkel

Solo project: developed both the art and the full programming. Winner of the Núcleo 2019 contest.

UnityC#Pixel art2D
Play on itch.io ↗
Kiubparty game · multiplayer
Party game · Multiplayer

Kiub

A game inspired by Mario Party with board events, path changes, character levels, special abilities and status effects. Solo vs AI or LAN multiplayer with a friend.

UnityC#LAN3D
Play on itch.io ↗
// graphics-engineopengl · c++ · from scratch
Engine · Low-level

Graphics engine

Built from scratch in OpenGL and C++. Includes input management, collisions, sprite system, animator and more. Source available on GitHub.

OpenGLC++RenderingFrom scratch
View source ↗
Hand trackingcomputer vision
Computer vision

Hand tracking

Drawing app where every action (color, background, brush, pause, reset) is controlled by hand position alone, no input devices.

CVHand tracking
GitHub ↗
§ 04 — stack & skills

What I do, by depth

Three specialties, one stack. Read by size: bigger means deeper.
01 / Specialty

Unity for AR & VR

My core. Building handheld AR and immersive VR experiences in Unity for mobile devices, with attention to spatial UX and platform-specific performance.

Unity C# ARKit Mobile UI / UX Firebase
Seen in RARO ↗
02 / Specialty

Game programming

From gameplay loops to engine internals. Multiplayer prototypes, contest-winning indie titles, and a full graphics engine written from scratch in OpenGL.

Unity C# C++ OpenGL Unreal 2D / 3D
03 / Specialty

Live show & realtime visuals

Beyond games: control of lighting, video and LED for live productions. Years operating industry-standard rigs in stage and event environments.

GrandMA3 Resolume Arena 7 Madrix Premiere Photoshop
Field Stage · Events · LED
Core Daily tools, deep proficiency.
UnityC#ARVRMobileUI / UX
Proficient Used regularly, solid working knowledge.
UnrealC++2D / 3DFirebaseOpenGLPhotoshopPremiereGrandMA3Resolume Arena 7MadrixGitHub
Working Touched in projects, available when needed.
MultiplayerShadersOptimizationPythonHTML / CSSPHPAfter EffectsAutoCADFlashSourcetreeJiraConfluenceTrelloExcelWord

// Experience with

Studio Studio Studio Studio Studio Unreal Engine Engine
~/contact — gonzalo.zeiss
$whoami
gonzalo zeiss · game developer · bariloche, ar
$cat email.txt
$ls -la ./socials
$