Hi again! 👋 Some time ago I was invited to a Stream here in Bohemia Interactive to talk about the responsibilities of a Technical Game Designer in the game industry and some of the future changes...
Specialized in gameplay and systems, since 2017, I have been working on different video games and tools in both Unreal Engine and Unity, some of them launched in platforms like UE Marketplace, Google Play Store or Steam and consoles such as PlayStation, Xbox and Nintendo Switch, enhancing my skills as a Game Designer.
Nowadays, I am working at Crema as a Game Designer in charge of the Combat Design for the next big project.
Are you interested in my work?
Working with the developers of Temtem in a new project from conception to the release.
Specialized in Combat & AI.
Worked with the developers of DayZ and Arma. Developed Vigor, a Third-Person Looter Shooter for PS, Xbox One Series S/X and Nintendo Switch.
Releasing assets and plugins for the Unreal Engine Marketplace and Unity Asset Store using C++, C# and Blueprints Visual Scripting.
Howl of Iron stands out for being a Vertical Slice of a Third-Person combat game starring a Mechanical Werewolf.
I worked in a team composed of 6 Game Designers, 5 Artists, 5 Programmers and 1 producer. Specialized in combat and tools for encounters.
Internship in which I worked as a game designer for online courses.
Designed the game mechanics of Into the Cave, including the combat, enemies, encounters and skills.
Programmed in Unity the character handling, transitions and interfaces.
Implemented the multiplayer mode by using Photon.
Game Design
Mechanics and gameplay design
Level design, dialogue systems, enemy encounters, and cinematics
Menu layout, design and implementation
Game Balance & Progression
UX Design
Combat systems
Prototyping
Detailed documentation & Mockups
Intuitive user interface
Pitching to stakeholders
Clear and concise visual design documentation
Software & Languages
Engines
Unreal Engine 4/5
Unity
Other
Take a quick look at most of my featured projects in a short video demonstration.
My personal blog.
Hi again! 👋 Some time ago I was invited to a Stream here in Bohemia Interactive to talk about the responsibilities of a Technical Game Designer in the game industry and some of the future changes...
Hi again! 👋 A few days ago I was invited to U-tad (University Center for Technology and Digital Art) to give a talk about how to stand out in the job search in the video game...
Hi! Great events have happened this month! 😄 Last December 14 the latest project I have worked on as Game Designer, Howl of Iron, gained Best Game Design Award at the PlayStation Awards 2022. This was...
Hi! Great events have been happening this month Last November 18-19 I attended the Bilbao International Games Conference to show the world the latest game I’ve been working on, Howl of Iron. This event was full...
Hello! I have some great news that happened last month. I have been publishing assets on the UE Marketplace since April, and last June 24 I received the following email from Epic Games: So, my asset...
Hello! I’m Germán López, Game Designer, and today we’re going to talk about one of our favorite topics. We are going to talk about Level Design. When you think about a game, many things come to...
Game Designer with 6 years of training in game development and in the use of game engines, specialized in Unreal Engine 4/5.
Passionate about the video game industry, Master in Game Design at U-tad.
I am looking for a position where I can combine my skills as a programmer and my knowledge as a designer in a team project.
Copyright © 2020-2024 Gerlogu
Worked with the developers of DayZ and Arma franchise.
Game Developed: Vigor
• Available on: PS4/5, Xbox One Series S/X, Nintendo Switch, Steam
• Worked with Unreal Engine upgrading multiplayer systems.
• Testing & Analytics.
• Data gathering for weapon analytics: Spread, recoil, damage, bullet drop, damage falloff, etc.
• Test maps & tools: Shooting ranges, obstacle courses, etc.
• Prototyped new map events.
• Added new UI elements: Rewards screen, Lobby, Crosshair Configuration, etc.
• Prototyped new game modes and gameplay mechanics.
• Designed & implemented seven premium packs (preview scenes and menus).
• Weapons & Items design + implementation through data-driven systems.
• Shooting range visual icons implementation.
• System documentation.
• Communication between design team and programming department.
• Tools for Level Designers.
• Onboarding and supervising new colleagues in the design department.
• Materials and VFX fixes and optimization for the UI, weapons and items.
• Utility widgets to streamline the team’s workflow.
• PC Port: Fixes and Implementations.
• Bug fixing & Optimization.
Releasing assets and plugins for the Unreal Engine Marketplace and Unity Asset Store using C++, C# and Blueprints Visual Scripting.
• Developed 3 plugins: Fixed Camera System, Procedural FPS Animations System, Behavior Tree Editor (Unity).
• Developed 4 assets: Custom In Game Console, Graph Dialogue System, Bullet Hell Editor, Weapon FOV & Clipping Fix.
This project stands out for being a Vertical Slice as a TFM of the Master in Game Design. The project is composed by a team of 6 Game Designers, 5 Artists and 5 Programmers.
Game Developed: Howl of Iron
• Available on: Steam
• Designed and prototyped most of the core mechanics and systems.
• Data-Driven Character System.
• Combat System: This system was implemented by using Gameplay Ability System (GAS): Light and Heavy Attacks (Montages and transition between attacks), Impacts (Camera Shake, Particles, blur), Attack Effects (flyback, pushback, etc.), Magnetism between attacks to get closer to the enemy.
• Custom triggers system: Death, Alert, Custom Event.
• Cutscene system: Triggers, Subtitles, etc.
• Save Game System: Game Instance and Save Game.
• Designed and Implemented the User Interface (UI): Worked pair to pair with programming members, Implemented the main menu, Responsiveness, UX.
• Implemented the tutorial and a Tooltip System to show videos and tips during the match.
• Made multiple Tools for Level Designers & Artists: During the project, as a Technical Designer, I developed multiple tools to enhance productivity of team members.
• Mesh Distribution Tool: This tool allowed level designers and artists to place objects in a faster way.
• Mesh Replacing Tool: This tool allowed the artists to replace the scenario proxies by the final mesh selecting the old one and the new one.
• Custom Trigger Tool: The tool created for all the triggers in the game. Every trigger has a list of listeners and events that are called when a actor overlap it and executes custom functions.
• Successfully pitched the game to different stakeholders.
This game was awarded Best Game Design by PlayStation at PS Awards 2022.
Intership in which I worked as a game designer for online courses and I was in charge of the maintenance of the website using Wordpress and Elementor.
• Game Design tasks: Game Design, Unity Scripting, Gamification of contents with Genially.
• Web Design tasks: Translation, Audit of online courses, Web audit support.
Worked on a isometric Rogue-Lite with multiplayer mode.
• Designed the game mechanics, including the weapons, enemies and skills.
• Programmed in Unity the character handling, transitions and interfaces.
• Implemented the multiplayer using Photon Pun 2.
Game developed: Into the Cave
• Available on: itch.io (browser)
Was in the top 4 of itch.io’s “New and Popular” section during the first month since its release.