Selected experience. Case studies and screenshots coming soon.
01 / Bisuala/PitchLabs
Bisuala/PitchLabs
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Technical Artist
At PitchLabs, I implemented animation and VFX throughout the main game loop — from match introductions and gameplay moments to goals, results and rewards.
The challenge was precision in motion.
I translated the team’s motion targets into Unity, manually extracting animation data from Adobe After Effects to reproduce the intended movement as precisely as possible. The proposals also left room for me to refine the effects during implementation.
Alongside this work, I supported shader implementation and built internal Unity tools to speed up repetitive tasks.
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 for Ragnarok and Lord of the Jungle, working within the company’s proprietary engine and the 99 Royale ecosystem.
Working at the limits of a custom engine.
The engine used a step-based system where access to game information depended on the current stage of the spin. This supported reuse across games, but new mechanics brought different integration challenges in each title.
Working closely with artists, developers and game designers, I brought the game content into the engine, adapting animation and UI requirements to those constraints and pushing the existing system to accommodate new features.
Pull&Bear Live Show / Promotional imagePull&Bear Live Show / App identity
04 / EgoGames
EgoGames
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Fullstack Game Developer
At EgoGames, I worked as a Fullstack Game Developer on competitive mobile games built in Unity, within a platform for skill-based competitions, tournaments and multiplayer experiences.
I implemented gameplay, game logic, UI and animations, integrating new features into the client and connecting them with the platform’s systems.
From prototype to production.
My role combined client-side development, system integration and technical support, taking features from prototypes to versions ready for production.
A closer look at Sum Stack will go here, with gameplay images and a breakdown of my contribution.
Placeholder text · Details coming soon
+Screenshot placeholder9:16 / Portrait
Sum Stack / Screen 01
+Screenshot placeholder9:16 / Portrait
Sum Stack / Screen 02
03 / About me
Beyond the engine.
Personal projects, different mediums. A place for experiments and the questions behind them.
Different mediums. A sense of rhythm.
For me, Technical Art requires aesthetic sensitivity as much as technical understanding. Rhythm is the thread connecting my work in 3D environments, VFX, board games, illustration and music.
This is a more personal space: a place to look at those connections, share experiments and reflect on how composition, movement and play shape an experience.
A different kind of engine: cards, pieces and a table.
01 / Space3D & atmosphere+
What does a place tell you before anything happens?
Two environments exploring the relationship between a space, its lighting and the story it suggests.
The Bunker
A real-time environment in Unreal Engine 4, modelled in 3ds Max and textured in Substance Painter. Soviet architecture and retro-futuristic technology informed its connected rooms and changes in height.
The same country house in two contrasting moods: the warmth of sunset and the unease of a blue-green night. A study in how lighting can change the reading of a familiar place.
The Bunker / Spatial layoutAbduction / House layout
02 / MotionVFX & visual language+
Can movement say something without words?
My VFX demo explores particles and shaders as a visual language. Colour, rhythm and movement shape how an effect feels — from the tension of electricity to the warmth of a fire.
These studies belong to my personal archive, separate from the interactive website prototypes in Shader Lab.