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Becoming Pablo

Becoming Pablo is a turn-based, Grand-Strategy, Steam title where I worked as a gameplay programmer, focusing on building scalable systems and improving the overall player experience.

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Role

Gameplay Programmer

Tech

Unity, C#, FMOD

Genre

Turn-Based Grand Strategy

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01

Overview

Becoming Pablo is a turn-based grand-strategy game by Tentworks Interactive, set in the gritty 70s–90s drug trade. Players build and manage a cartel empire — conquering territories, running production lines, forging alliances, and surviving rival factions across Colombia, Korea, and Nigeria.

I joined during pre-Alpha and have been responsible for a wide range of gameplay systems, engine integrations, and internal tooling — work that spans player-facing features, designer-facing tools, and low-level engine optimisation. The game is currently on Steam with a live demo available.

02

Systems Built

[03] — Tooling
Google Sheets Data Pipeline
Built a live data pipeline that pulls game content directly from Google Sheets into Unity — parsing, validating, and converting spreadsheet rows into runtime data assets. Lets designers update balancing, dialogue, and config without touching the codebase.
Google Sheets API Parsing & validation ScriptableObject generation
[04] — Tooling
Custom Localization Editor
Developed a custom Unity Editor tool for managing localisation — allowing the team to add, edit, and preview translated strings across all supported languages from inside the editor, without external tooling or file editing.
Unity Editor extension Multi-language In-editor preview
[05] — Integration
Steam Integration
Integrated the Steamworks SDK — wiring up Steam Achievements, cloud save hooks, and platform callbacks. Ensures the game meets Steam's technical requirements for the published demo and upcoming full release.
Steamworks SDK Achievements Cloud saves
[06] — Integration
FMOD Audio Integration
Integrated FMOD Studio into the Unity project — setting up the event-driven audio architecture, wiring game state to adaptive music banks, and connecting the audio middleware pipeline for the sound team to work against.
FMOD Studio Adaptive music Event-driven audio
[07] — UX
Options Menu
Built the full options and settings system — graphics quality, audio channel volumes (wired to FMOD mixer buses), control remapping, and persistent settings via PlayerPrefs with safe defaults and reset functionality.
Settings persistence FMOD mixer buses Keybind remapping
[08] — UX
Loading Screen
Implemented an asynchronous loading screen system with progress tracking, tip/hint cycling, and smooth scene transitions — decoupling the loading pipeline from the UI layer for clean scene management.
Async scene loading Progress callbacks Scene management
[09] — Performance
Game Initialization Optimization
Profiled and refactored the game's startup sequence to reduce initialization time — restructuring load order, lazy-loading non-critical systems, and eliminating blocking operations on the main thread at startup.
Unity Profiler Lazy initialization Load order refactor
03

Gameplay Preview

gameplay preview — becoming pablo (pre-alpha)
04

Context

Studio
Tentworks Interactive — indie studio founded by Jay Basani. Previously shipped City Block Builder. Becoming Pablo is their flagship current title, available on Steam with a public demo.
Game
Turn-based grand strategy set in the 70s–90s drug trade. Players choose from factions across Colombia, Korea, and Nigeria — managing cartels through base building, territory control, diplomacy, and espionage.
My Scope
Responsible for 9 distinct systems spanning gameplay, tooling, third-party integrations, UX, and performance — working across the full stack of a live pre-Alpha Unity project.
Status
Currently in development. Pre-Alpha demo live on Steam. Full release in progress. Wishlisting open on the Steam page.