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...
Since 2017, I have been developing different video games and tools in both Unreal Engine and Unity, some of them launched in platforms such as UE Marketplace and Google Play Store, enhancing my skills as a Game Designer, Technical Designer and Programmer.
Nowadays, I am working at Bohemia Interactive as a Regular Technical Designer, gaining more professional experience.
Are you interested in my work?
Game Design
Mechanics and gameplay design
Level design, dialogue systems, enemy encounters, and cinematics
Menu layout, design and implementation
Combat system, balance and programming
Intuitive user interface
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.
Below are the most recent projects I have worked on.
This is the game I am currently working on. Vigor is a Third-Person Extraction Shooter made by Bohemia Interactive.
I am collaborating with the Technical Design team in order to improve the game content.
Task Overview
This project stands out for being a Prove of Concept as a TFM of the Master’s Degree in Game Design.
Howl of Iron is a Third-Person combat game starring a Mechanical Werewolf.
Task Overview
Into the Cave is an Isometric Multiplayer Rogue-Lite for browsers.
During the development of this game, I designed and implemented the main mechanics and the UI.
Task Overview
This is a Ratchet & Clank prototype made with Unreal Engine in one week.
This personal project source code is fully available on GitHub.
Task Overview
My personal blog.
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...
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...
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...
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:...
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...
Game Designer with 5 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 © 2020-2023 Gerlogu
Vigor is a multiplayer looter shooter set in post-war Norway.
I worked as Mid Technical Designer prototyping and documenting new features plus being the nexus between the design team and the programming department.
Note: The features and contributions displayed here are the ones that were already released or are free from NDAs.
I worked as Game Designer and Technical Designer during the full development of this game.
Into the Cave is a Isometrical Rogue-Lite with multiplayer elements. Made with Unity.
I employed this opportunity to improve my pitch and design skills, managing a fully development process.
I solo developed this fan prototype of the popular Insomniac Games Franchise: Ratchet & Clank.
This project was developed in one week by using Unreal Engine. The source code is available on GitHub.
The reason of this development was to improve my Technical Design and Game Prototyping skills.
During the development of this project I carried out the following Gameplay Design tasks:
I designed the main character’s core mechanics.
I specified how the camera would work.
During the development of this project, as a Technical Designer, I carried out the following tasks:
This tool allowed level designers and artists to place objects in a faster way.
This tool allowed the artists to replace the level proxies by the final mesh selecting the old one and the new one.
This is the tool used for all the triggers in the game. Every trigger has a list of listeners and events that are called when a actor overlaps it and executes custom functions.
I designed how the characters would be implemented in the video game. My proposal was to orient the character generation to a Data-Driven system.
I specified how the sound would be implemented in the project.