VíctorVilarrubla.
I bring visual ideas into play.
Materials, interfaces and movement — built to work inside the engine.
Unity / Shaders / UI / Animation
Explore the lab01 / Career
Inside the engine.
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.
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.
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.
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.
03 / Wildbytes
Wildbytes
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Unity Development
At Wildbytes, I worked on the Pull&Bear augmented reality application in Unity, focusing on application architecture and UI implementation.
The project brought together a mobile application and an augmented reality live show. The film and images here provide context for the experience.
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04 / EgoGames
EgoGames
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Unity Development
This space will document my work at EgoGames, with examples of the experience in action and details of my contribution.
Placeholder text · Case study in preparation
02 / Game projects
Games.
Tritap & Sum Stack.
A closer look at the games and my contribution.
01 / Game
Tritap
Art / Gameplay design / Music
A physics-based puzzle game with a minimal visual style. My contribution covered art, gameplay design and music.
A detailed breakdown coming soon.
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02 / Game
Sum Stack
A closer look at Sum Stack will go here, with gameplay images and a breakdown of my contribution.
Placeholder text · Details coming soon
placeholder9:16 / Portrait
placeholder9:16 / Portrait
03 / Live experiment
Shader Lab.
A small space to explore how a surface feels.
Change a parameter. Watch the material respond.
Material study
Folded metal
Soft folds. Sharp reflections.
A surface shaped by light.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Iridescent film
Thin layers shift the reflected colour.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Ember dissolve
A surface breaks apart along a glowing edge.
Static illustration. Interactive material controls require WebGL and JavaScript.
Material study
Ripple field
Overlapping waves bend light across the surface.
Static illustration. Interactive material controls require WebGL and JavaScript.
01 / 04 · Folded metal
Website prototype demo. Created for this site; not a professional project.
04 / 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.
Explore the notebook
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.
View details ↗Abduction
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.
View details ↗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.
View details ↗03 / PlayGames off screen
What changes when the rules live on a table?
The Dungeon Guardian
A board game project from my personal archive. The prototype brings rooms, cards, dice and playing pieces into a physical space.
Here, the project can be explored through the prototype itself, and through future notes on its rules and design decisions.
View details ↗For a different approach to play, see Tritap in Games ↗

04 / ImageIllustration
What remains when an image stands still?
Illustration is another part of my personal archive. A different way to explore composition, away from the moving image.
View details ↗05 / SoundMusic
How does sound change the same image?
Music sits alongside the visual work in my personal archive. These tracks offer another way into rhythm and atmosphere.
View details ↗05 / Contact














