Animation, interfaces and game development. Work in Unity and custom engines.
01 / Bisuala/PitchLabs
Bisuala/PitchLabs
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Technical Artist
On Matchday, I worked on animation and visual effects across the main game loop, from the match itself to results and rewards.
The match, and everything around it.
Starting with After Effects projects and video references, I prepared the assets and built and optimised the animations in Unity. There was also room to work out how each effect should behave within the game.
I also made Unity tools for animation tracks and animated text, making it easier to reuse movement between elements and try out effects such as waves and expansions.
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 worked on animation and UI integration for Ragnarok and Lord of the Jungle in the 99 Royale ecosystem, and contributed to other titles such as Ra the King.
Different worlds, governed by the same rules.
The games had different mechanics, but all had to fit a shared structure with little room for exceptions. Each one also had to work smoothly with the multiplayer combat layer connecting the whole experience. My work included resolving how animations and interfaces fitted into both, as well as contributing to the combat side.
I worked closely with artists, developers and game designers. Good organisation and clear communication made it a team I enjoyed working with, especially when a new mechanic meant figuring things out together.
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 app for Pull&Bear and Sen Senra’s AR concert in central Madrid. A short, rewarding project.
From the first screen to the end of the show.
I built the onboarding UI and the flow through the app in Unity. That included camera and location permissions, guiding users through AR calibration, and taking them from their first launch to the concert and its closing screens.
The app used Google’s ARCore Geospatial API to position the virtual show in the street, using visual positioning (VPS) alongside location data.
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.
Gameplay, UI and the systems behind them.
My role combined client-side development, system integration and technical support, taking features from prototypes to versions ready for production.
Project description and gameplay material are not yet available.
+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 well as technical understanding. I find rhythm in 3D spaces, animation, board games, illustration and music.
These projects let me try different ways of composing, moving and playing. Here I share the work and some thoughts about the decisions behind it.
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.
The demo shows my particle and shader studies. The interactive Shader Lab below lets you try a few effects directly in the browser.