Mobile games, animation and an AR concert. Different projects, with a mix of visual and technical work.
01 / Bisuala/PitchLabs
Bisuala/PitchLabs
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Technical Artist
On Matchday, I handled animation and FX throughout the main game loop: matches, results and rewards.
From After Effects to Unity.
I started with the original After Effects projects and reference videos, then prepared the assets and assembled and optimised the animations in Unity. The references gave me a starting point, with room to decide how to build a particular effect or movement in the game.
I made a couple of tools to copy animation tracks between elements and animate text character by character. The text tool let me combine position, scale and rotation to make waves, expansions and other effects.
Match Day / Quick matches · Promotional imageMatch Day / Player cards · Promotional imageMatch Day / Team lineup · Promotional imageMatch Day / Global leagues · Promotional imageMatch Day / Club · Promotional imageMatch Day / Card albums · Promotional image
02 / Gluck Games
Gluck Games
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Technical Artist
At Gluck Games, I handled animation and UI integration on Ragnarok and Lord of the Jungle, within 99 Royale. I also worked on parts of other games, including Ra the King.
Different worlds, governed by the same rules.
The difficult part was fitting games with very different mechanics into the same strict, limited structure. They also had to work with the multiplayer combat system above them. I worked on the animation and interfaces, and also contributed to that combat system.
I enjoyed working with the team. Good organisation and clear communication made a difference when we had to figure out how a new mechanic could fit within those limits.
Gluck Games / Ragnarok effects · Promotional imageGluck Games / Ragnarok level · Promotional image
Gluck Games / A view across the games · Promotional image
03 / Wildbytes
Wildbytes
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Unity Development
At Wildbytes, I worked on the Unity app for Pull&Bear and Sen Senra’s AR concert in central Madrid. It was a brief, rewarding experience: an app that led users into a virtual show in the middle of the city.
From opening the app to the end of the show.
I took care of the interface and the journey through the app, from the first launch to the end of the show. That included permissions, camera and location access, and guiding users through AR calibration before the concert started.
The app used Google’s ARCore Geospatial API to place the concert in the street. The UI had to guide users through the steps needed to get it positioned.
Pull&Bear Live Show / Promotional imagePull&Bear Live Show / App identity
04 / EgoGames
EgoGames
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Fullstack Game Developer
At EgoGames, I developed competitive mobile games in Unity, where the gameplay had to work together with a platform for tournaments and multiplayer matches.
I worked on gameplay, game logic, UI and animation, and connected new features to the platform.
Gameplay, interfaces and integration.
The work included client development, integration and technical support, from the first prototypes through to production.
Sum Stack & Tritap. Game design, development and artwork.
01 / Game
Sum Stack
Game design / Art / Animation / FX
Sum Stack is my latest personal project, based on an original puzzle idea I wanted to put into practice. What interested me most was designing the rules and restrictions, and finding a way to give personality to something as abstract as containers filled with coloured cubes.
Giving personality to a puzzle.
I also wanted to make content easy to create and change. I built a level editor to create, edit and manage levels, including special mechanics, so I could spend more time working on the puzzle itself.
All the code was generated with AI, including the editing tools. It was a way to put the idea into practice and build the tools I needed along the way.
Sum StackSum Stack / Unlock the challengeSum Stack / Train your brainSum Stack / Chill & relax
02 / Game
Tritap
Art direction / Art / FX / Music
Tritap is a physics puzzle game made in Unity. I mainly worked on art direction, art, FX and music.
Colour, movement and music.
Simple shapes and bright colours stand out against the dark background. Trails and particles follow the balls, making their movement part of the look of the game.
I also made the music, thinking about the rhythm of the bouncing balls. You can listen to it in the Music section.
3D, effects, a board game, illustration and music. Personal projects where I can try different things.
An artistic eye matters here too.
For me, Technical Art needs aesthetic sensitivity as well as knowledge of the tools. Rhythm connects a lot of what I do: the timing of an animation, the movement of an effect or the way a piece of music develops.
These are projects I have made on my own, with room to explore interests that do not always fit into my day-to-day work. I have included a few notes about how I approached each one.
These two environments gave me room to work on modelling, layout and lighting, with a different setting and story for each one.
The Bunker
A Soviet bunker made in Unreal Engine 4, with modelling in 3ds Max and textures in Substance Painter. Its rooms, corridors and changes in floor level form the route through the environment.
The Bunker / Spatial layoutAbduction / House layout
02 / MotionVFX in Unity+
Movement, colour and timing.
This demo brings together some of my particle and shader work in Unity. Electricity and fire are examples of how movement, colour and timing change the feel of an effect.