MY PROJECTS
TirisInfiltrate in Tiris Cathedral and recover your beloved's soul in this medieval, lowdark fantasy Top-Down Shooter. Deal with hordes of enemies, solve the puzzles that block your path, and free your loved one and the people from the tyranny of the Necromancer and his commanders.
My Role in this Project:· Designed and implemented player mechanics and core gameplay systems, contributing to the overall gameplay loop and player experience.· Developed narrative quests and supporting content, including dialogue, environmental storytelling, and additional lore to reinforce worldbuilding and player engagement.· Led the level design of Sublevel 2, from initial layout to final iteration, ensuring coherence between gameplay, pacing, and narrative elements.· Produced and maintained technical design documentation, supporting communication and alignment across disciplines throughout development.· Collaborated closely with Design, Art, Programming, and Audio teams, ensuring proper integration of gameplay, narrative, and assets.· Participated in agile prototyping and iterative testing, refining mechanics and gameplay elements based on feedback and playtesting results.

Naos_01: Quiet Sector - [In Development]Sneak through the Naos scientific-military base and deliver a warning message to your allies in this retrofuturistic Third-Person Stealth game. Hide from enemies, explore the facility, and use stealth and careful movement to reach your objective before it's too late.
My Role in this Project:· Developed and implemented core stealth gameplay systems and player mechanics, shaping the main gameplay loop around evasion, exploration, and movement.· Created narrative content and supporting worldbuilding elements to reinforce the retrofuturistic sci-fi setting and the player’s objective.· Designed and implemented all levels, from initial layout to final iteration, ensuring coherence between gameplay, pacing, and narrative elements.· Produced and maintained technical design documentation, supporting communication and alignment across disciplines throughout development.· Collaborated closely with Design, Art, Programming, and Audio teams, ensuring proper integration of gameplay, narrative, and assets.· Participated in agile prototyping and iterative testing, refining mechanics and gameplay elements based on feedback and playtesting results.

Chronicon Monstrum - Personal Project [On Hold]Investigate the mountains of Onís and uncover a hidden cult in this medieval third-person ARPG set in a world where the Fraternitas Sanctum Praesidium hunts monsters and demons. Explore ancient ruins, battle bandits and dark worshippers, and recover a stolen relic before the creature behind the ritual can spread its corruption.
My Role in this Project:· Designed and implemented core gameplay systems and player mechanics, shaping the overall gameplay loop and player experience.· Developed narrative content and worldbuilding elements, integrating story, quests, and progression within the game.· Designed and implemented a single open-world level, from initial layout to final iteration, ensuring coherence between gameplay, pacing, and narrative elements.· Implemented the full game in Unreal Engine 5 using Blueprints, covering gameplay logic, interactions, and systems integration.· Produced and maintained technical design documentation to support development and iteration.· Performed optimization tasks to improve performance and ensure a stable gameplay experience.· Iterated through prototyping and testing, refining mechanics, level flow, and overall player experience.
Project Notes:This was the first project I started, and it is currently on hold while I focus on my studies.The goal was to create a prototype to improve my skills in systems, narrative, and level design, while also exploring how gameplay can encourage world exploration and character progression.The project draws gameplay inspiration from action RPGs such as The Witcher 3 and Elden Ring, while its narrative approach combines my background in History with a low-fantasy medieval setting rooted in Iberian folklore and mythology.

[Early blockout of a map section]
Nova Lumen - Personal Project [On Hold]Explore the Nova Lumen scientific station and uncover the truth behind its silence in this single-player sci-fi FPS. Fight through hostile paramilitary forces, solve environmental puzzles, and use a special energy weapon to create barriers, reshape the battlefield, and survive the danger lurking within.
My Role in this Project:· Designed and implemented core gameplay systems and player mechanics, centered around a barrier-generating weapon that shapes combat, movement, and puzzle-solving.· Developed narrative content and worldbuilding elements, integrating story progression within the gameplay experience.· Designed and implemented all levels, from initial layout to final iteration, ensuring coherence between gameplay, pacing, and player progression.· Implemented the full game in Unreal Engine 5 using Blueprints, covering gameplay logic, interactions, and systems integration.· Produced and maintained technical design documentation to support development and iteration.· Performed optimization tasks to improve performance and ensure a stable gameplay experience.· Iterated through prototyping and testing, refining mechanics, level flow, and overall player experience.
Project Notes:This project started after I played Prey (2017) and is currently on hold while I focus on my studies.The goal was to design an interesting core mechanic inspired by Prey’s GLOO Cannon, allowing the player to reshape movement through the level while also gaining advantages in combat.
It also served as a test of my ability to implement designed mechanics in Unreal Engine 5 using Blueprints.The main inspirations for the project came from single-player sci-fi experiences such as Prey and Singularity.

[Early blockout and test dressing]
Dungeons & Bubbles - GGJ25Showering can be so much fun! Experience the fantasy of a little child who has to take a bath, and his father turns it into an adventure full of puzzles and fun.
My Role in this Project:· Designed and implemented player mechanics and gameplay systems, contributing to the overall flow and structure of the game.· Developed and implemented one sublevel, as well as gameplay assets, supporting both progression and player experience.· Produced technical design documentation and supervised the integration of music and SFX, while supporting the Art and Sound teams throughout development.

Tumulus of the ValleyExplore a mysterious hill fort hidden in a valley and uncover the fate of a culture that disappeared over 2,000 years ago in this short narrative Bitsy adventure. Play as an archaeologist, discover archaeological remains from the Late Metal Age, and piece together what happened to its people.
My Role in this Project:· Designed the narrative and interactive structure of the project, creating a short story-driven experience centered on archaeological discovery.· Researched Late Bronze Age cultures of the Iberian Peninsula and their material culture to ground the project in historical inspiration.· Created the full project independently in Bitsy, including pixel art, implementation, and overall development.



























