
Chrono CCG
A time-travel collectible card game where I worked across gameplay programming, front-end UI implementation, 2D animation, and PlayFab-backed features.
I'm Reggie Aniñon, a game developer with 5+ years of experience building gameplay, UI, multiplayer, and interactive experiences across PC, mobile, WebGL, and VR/AR.

A time-travel collectible card game where I worked across gameplay programming, front-end UI implementation, 2D animation, and PlayFab-backed features.

Online multiplayer card battler with gameplay and networking systems implemented in Unity.

Immersive VR simulation experience built around interaction and accessibility.

Online simulation environment with real-time multiplayer interactions and systems.
Leading game development work for slot-machine titles using Unity, Cocos Creator, and Incisor, while collaborating across programming and UI implementation.
Gameplay and UI implementation for slot-machine games; worked across C#, JavaScript, and TypeScript.
Worked across gameplay programming, front-end development, UI implementation, and 2D animation for a time-travel collectible card game. Implemented game-facing interfaces and interactive systems in Unity, contributed to gameplay features, and worked with PlayFab for online/game-service functionality.
Built core gameplay systems, character controls, UI/UX implementation, audio integration, multiplayer systems, and networking across PC, mobile, VR/AR, and WebGL projects.
Gameplay Programming
Character Controllers
Game Systems
2D Animation
Unity UI Implementation
HUDs & Menus
UI Interaction
Designer / Artist Collaboration
Mirror Networking
Real-time Gameplay
Online Systems
PlayFab
Profiling
Performance Debugging
Scene & Asset Optimization
Platform-aware Development
The final version can turn this into a cleaner skills matrix, with the technologies most relevant to the role surfaced first.
Player controls, combat, game loops, interactions, progression, and other systems that turn design into something playable.
Work closely with artists, designers, and other engineers to turn specs and assets into shippable game features.
Break features down, solve implementation problems, review work, and help the team keep development moving.
I'm open to game-development conversations, technical collaboration, and roles where gameplay and systems engineering matter.