From modding maps to shipping titles.
I'm Alex Reyes — most people online just know me as Pixel. I started by modding levels for the games I loved as a teenager, broke a lot of them, and learned how engines actually work in the process. Nine years and forty-plus releases later, I still get the same buzz from a perfectly tuned jump arc.
I work end-to-end: prototyping core mechanics, engineering gameplay systems, writing shaders and VFX, squeezing performance out of stubborn hardware, and shepherding builds through console certification. I've shipped solo, embedded with small studios, and led gameplay on larger teams.
When I'm not building, I'm playing — analyzing why a game feels great, then stealing the good ideas (respectfully). I believe the best games respect the player's time and reward their curiosity.
Engines & tools I work in
The path so far
Pixel — Independent Studio
Founder & Lead Game Developer
Building and co-developing games for studios and founders worldwide. Shipped Neon Drift and Hollow Keep; consult on game feel, optimization, and console porting.
Skybound Studio
Senior Gameplay Engineer
Owned core combat and movement systems on two console titles. Cut load times by 40% and led the team's shift to data-driven gameplay tooling.
Pocket Forge
Mobile Game Developer
Built free-to-play mobile titles in Unity and Godot. Optimized rendering for low-end devices and shipped four games to over a million combined downloads.
Indie & Game Jams
Solo Developer
Released a string of jam games and small commercial projects, won two jam prizes, and learned to ship fast without losing the fun.
Let's make something fun.
If you've got a game that needs an extra pair of expert hands, I'm probably your developer.