Project Downbelow
2024 - Present
The latest project from Crema.
I am working with the Game Design team in order to define the core mechanics for the game.
- Developing the game from conception to release.
- Designing core character mechanics.
- Game balance.
- Documentation and cooperation with the rest of departments.
Vigor
2023 - 2024
Vigor is a Third-Person Extraction Shooter made by Bohemia Interactive.
I collaborated with the Technical Design team in order to improve the game content.
Task Overview
- Worked with Unreal Engine optimizing multiplayer systems, prototyping new ones, modifying game challenges and adding new UI elements.
- System design, documentation and management (Confluence).
Howl of Iron
2022
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
- Designed and prototyped game mechanics, combat, UI and enemies: Attacks, Climbing System, Finishers, Enemy Alert System, Enemy AI, etc.
- Developed tools for Level Designers and Artists: Custom Trigger System, Custom Mesh Actor, Mesh Replacer, etc.
Into the Cave
2020 - 2021
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
- 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.
Ratchet & Clank UE Prototype
2021
This is a Ratchet & Clank prototype made with Unreal Engine in one week.
Task Overview
- Designed and implemented all the game mechanics and systems, including, among others: Locomotion and exploration mechanics (platforming, attacks and weapons), Data-Driven spawn system (enemies and items), Rigging and Animations.
- Level Design (test arena and fully playable level).
Other Projects
Want to see more?
- Check all my projects from 2017 onwards, from indie projects to commercial games.
DEVELOPED GAMES
Most of the games I have worked on.
Commercial Games
Vigor
(2023 - 2024)
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
- Working with Unreal Engine optimizing multiplayer systems, prototyping new ones, modifying game challenges and adding new UI elements.
- System design, documentation and management (Confluence).
Overjumper
(2020)
Free-to-Play arcade game for Android. This game is currently available on Google Play Store (contains ads).
Task Overview
- Game Design, Unity Scripting, Ads implementation (AdMob), 2D Art, Publishing.
Non-commercial Games
Howl of Iron
(2022)
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. Made with Unreal Engine 4.
Task Overview
- Designed and prototyped game mechanics, combat, UI and enemies: Attacks, Climbing System, Finishers, Enemy Alert System, Enemy AI, etc.
- Developed tools for Level Designers and Artists: Custom Trigger System, Custom Mesh Actor, Mesh Replacer, etc.
Ratchet & Clank - Unreal Engine Prototype
(2021)
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
- Designed and implemented all the game mechanics and systems, including, among others: Locomotion and exploration mechanics (platforming, attacks and weapons), Data-Driven spawn system (enemies and items), Rigging and Animations, Level Design (test arena and fully playable level).
Stigma Protocol
(2020 - 2021)
My TFG project. Stigma Protocol is a Vertical Slice done as a final project for my Bachelor’s Degree in Game Design and Development. Stigma Protocol is an isometric Twin Stick Shooter with RPG and Souls-Like elements. Made with Unreal Engine 4.
Task Overview
- Designed the whole game: Enemies, systems, level, weapons, upgrades, etc.
- Developed tools for building positioning (level design).
Into the Cave
(2020 - 2021)
Into the Cave is an Isometric Multiplayer Rogue-Lite for browsers, made with Unity.
During the development of this game, I designed and implemented the main mechanics and the UI.
Task Overview
- 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.
Cathartic Future
(2020)
3D Animation subject project qualified with honors. Made with Unity & 3DsMax.
Task Overview
- Character Rigging, 3D Animations, Physics System (cords and elastic meshes).
Shinobi No Noboru
(2020)
Multiplayer arcade game for browsers where players must jump from log to log to evade falling down.
Task Overview
- Scripting using Phaser 3 and Javascript, Core Design, User Interface.
Revenge .44
(2020)
My first 3D game. Winner of the URJam 2020. FPS where the player must avenge his family. Made with Unity.
Task Overview
- System design, UI, documentation and management.
Triangles.exe
(2019)
This game is a Overhead Dungeon Shooter I developed with Unity in 48 hours as a personal challenge.
Task Overview
- System design, scripting, documentation, management and level design (10 levels).
Orickgins
(2017-2018)
Orickgins is a 2D Overhead Shooter developed during the first year in the Bachelor’s Degree.
Task Overview
- System design, scripting, documentation, management, level design (8 levels).