Backend Engineer · UBA Computer Engineering · Buenos Aires
⚙️ Building secure, scalable systems with Spring Boot · Go · C++
4th-year Computer Engineering student at UBA focused on building secure backend architectures and automated CI/CD pipelines. I write clean, testable code with SOLID principles and practical OOP.
When I'm not refactoring, you'll find me at the gym or making music.
- Rock Merch & Roll — Full-stack e-commerce con 10+ agentes de IA orquestados, 250+ tests, migración SQLite → PostgreSQL vía Neon, deploy continuo en Render.
- Argentum Online — MMORPG engine en C++20 con cliente SDL2/Qt6, servidor TCP/IP asíncrono y editor de mapas JSON. Build system CMake + GoogleTest + Valgrind.
- Clean Architecture — Separation of concerns with clear controller → service → data boundaries
- Testing First — Automated unit + integration tests as a requirement, not an afterthought
- SOLID Pragmatically — Design patterns applied where they solve real problems, not for their own sake
- CI/CD Mindset — Docker, GitHub Actions, and automated pipelines for consistent, reproducible deployments
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A custom modern implementation of the classic MMORPG, integrating a graphical client, a persistent server, and a dedicated scenario editor.
- Infrastructure & Dependencies: Formulated natively or emulated for Ubuntu Linux 24.04 LTS using CMake as the primary build system. It automates environment setup and the compilation of vital third-party libraries like SDL2pp, toml++, bcrypt, and googletest during the build phase.
- Client & Launcher: Leverages a Qt6-powered interactive GUI launcher alongside an SDL2 client engine that supports customizable screen resolutions, fullscreen execution, grid-based character movement via W, A, S, D keys, real-time combat mechanics, and bidirectional private communication chat channels. Server & Game Loop: Powered by a TCP/IP network architecture featuring a main server game loop that runs asynchronous auto-save sweeps every 30 seconds. It forces immediate atomic state-saving upon abrupt client dropouts and isolates character progress through a strict Account-World logical persistence model.
- Interactive Map Editor: Includes a custom design suite for real-time terrain rendering via tile-painting, precise initial spawn point placement, and direct structured JSON exporting utilized by the client engine to render the game world dynamically at runtime.
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Digital card game developed under strict OOP principles and UML modeling. Features a robust core engine validated by a comprehensive unit testing suite.
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Full-stack e-commerce platform built with an ecosystem of 10+ specialized AI agents orchestrating the entire development workflow. Features a 250+ test suite (unit + integration + accessibility) covering payment flows and WCAG compliance, automated PDF invoice generation, and migration from SQLite to PostgreSQL via Neon with continuous deployment on Render.
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- Demo JWT Auth Service
: Secure authentication service. Uses Docker to containerize dependencies and guarantee reliability during automated testing in GitHub Actions.
- Social Network DB
: Design of relational schemas with complex CRUD logic, orchestrated via Docker Compose.
- Argentum Online
: A custom implementation of the classic MMORPG featuring an SDL2/Qt6 client, a persistent TCP/IP server with asynchronous auto-save, and a dedicated JSON-based map editor.
- Balatro Game (OOP Modeling)
: A full remake of the card game modeled with UML and SOLID principles to ensure maintainable and decoupled code.
- C++ Calculator
: Scientific calculator implementation featuring custom exception handling and a modular logging system.
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Full-stack e-commerce platform built with an ecosystem of 10+ specialized AI agents orchestrating the entire development workflow. Features a 250+ test suite (unit + integration + accessibility) covering payment flows and WCAG compliance, automated PDF invoice generation, and migration from SQLite to PostgreSQL via Neon with continuous deployment on Render.
📩 Email: brunopezman@gmail.com · 💼 LinkedIn: linkedin.com/in/brunopezman

