CTO Games & Education AI Studios
Globant — San Francisco Bay Area — Jun 2025 – Present
CTO Games & Education AI Studios at Globant. Twenty-three years in Games, XR, and AI. Credited on Fortnite (2026), Madden NFL 2026 (2025), NHL 2026 (2025), EA FC (2024), Suicide Squad: Kill the Justice League (2024), Hogwarts Legacy (2023), Back 4 Blood (2021), and Dauntless (2019). Based in the San Francisco Bay Area. Currently leading the intersection of AAA games and AI-driven education — local inference engineering, agentic workflows, and Globant's strategic engagements with Unity3D, Riot Games, and Apollo IGT.
CH·02 Shipped lineage
Twelve years leading multi-disciplinary teams of Design, Art and Engineering Directors working in content cration, rendering & performance tools, and game engineering for top AAA Studios including Bungie, Warner Bros., Epic Games, Electronic Arts and Riot Games. Credited in several top franchises.
CH·03 Skill Map
Knowledge comes from years of developing the right skills across different domains. Hands on work is crucial for understanding the complexities of emerging technologies and the applications inside organizational units.
Leadership: Organizational Design, Collaborative Problem Solving, Executive Leadership, OKR Definition & Performance Management, Studio Operations & Global Expansion, M&A Due Diligence & Integration, High Performance Team Management.
Graphics & Rendering: OpenGL / ES, Direct3D, WebGL, Three.js, Raytracing, Universal Scene Description (USD), 2D & 3D Math, Rendering Pipelines.
Game Engines: Unreal Engine, Unity3D, Frostbite, Ignite, Anvil / Dunia / Snowdrop, Source Engine, Phyre Engine PS3.
Programming: C/C++, C#, .NET, Qt, Python, JavaScript, HTML5.
AI & Inference: Claude Code, Local Inference Engineering, Hugging Face Datasets, ComfyUI Workflows, LoRA & LLM Fine Tuning, Flux & LTX, Qwen, OpenCode.ai & oLlama, Hunyuan3D, Agentic Workflow, Skill Development.
Platforms: PC, PlayStation, Xbox, Mobile (iOS / Android), VR / XR (AMD / Qualcomm / ARM).
Domains: AAA Game Development, Mixed Reality / XR, AI & Cloud Computing, Digital Twins, IoT & Embedded Systems, Telecommunications.
CH·04 Career timeline
Achievements unclocked over the years. Starting as SW Engineer in Cordoba Argentina in 2003 into today.
CH·05 Experience
Across the years I had the opportunity to work on different industries, technologies and product lifecycle.
Globant — San Francisco Bay Area — Jun 2025 – Present
Globant — San Francisco Bay Area — Dec 2015 – Jun 2025 (9+ years)
Globant — San Francisco Bay Area — Oct 2013 – Dec 2015
Globant — Cordoba, Argentina — Mar 2010 – Oct 2013
Nimbuzz — Cordoba, Argentina — Aug 2009 – Mar 2010
Motorola — Cordoba, Argentina — Oct 2006 – Aug 2009
Telecom Personal — Cordoba, Argentina — Feb 2003 – Oct 2006
CH·06 The Playground
An interactive lab. Each experiment is a small, live system you can poke. Broken by nature. The first runs a real transformer in your browser — tokenize, attend, sample — one token at a time, visualized in 3D.
A chapter of WebGL experiments that explain how modern machine-learning systems actually work, by running them in the browser and visualizing every step. Built with transformers.js, Three.js, GSAP, and hand-written GLSL.
A real GPT-2 small (124M parameters, int8 quantized) runs in the visitor's browser via transformers.js. The forward pass is decomposed into nine visualized scenes: byte-pair tokenization, token embeddings, positional encoding, scaled dot-product attention (Q, K, V projections, QKᵀ heatmap, causal mask, softmax, weighted V), eleven condensed transformer layers, unembedding to vocabulary logits, temperature-scaled softmax, and top-K top-P sampling. The visitor can edit the prompt, change temperature, toggle a live GPU matrix multiplication, and step through the camera tour scene by scene.
Twenty-three years of game engineering — live ops, rendering pipelines, multiplayer platforms — taught me one thing about complex systems: people trust what they can see move. This is that lesson applied to AI. The experiment runs on the visitor's hardware, so the only thing being demonstrated is the model itself, not someone else's render farm.
CH·07 Content & Media
Essays, podcast appearances, and conference sessions on Games, XR, Edtech, and AI.
CH·08 Academics
Formal academic development has been key on my career to solidify and complement my work experience. Always evolvering and learning new technologies.
HEC Paris — 2017 – 2019. Thesis: an AI-based assistant for a video game training company business plan and prototype using Google Cloud DialogFlow natural-language technologies.
Filed 2015 — combining gaming and 3D visualization in the Oil & Gas industry (Schlumberger). View patent.
ICCP C++ Certification (2009). MCTS — Windows Embedded CE 6 Developer (2008). MCTS — Windows Mobile 5 Application Development (2008). MCP — Microsoft .NET Framework 2.0 Application Development Foundation (2007).
Outstanding problem solving skills and extraordinary attitude on TEAM solution.
CH·09 Contact