Projects

Designed and prototyped most of the level, core mechanics and systems, including, among others:

  • Combat System: This system was implemented by using Gameplay Ability System (GAS): Light and Heavy Attacks (Montages and transition between attacks), Impacts, Attack Effects (dodge, flyback, pushback, etc.), Magnetism between attacks to get closer to the enemy.
    • Light and Heavy AttacksMontages and transition between attacks.
    • Combos
    • Attack Effects (dodge, pushback, etc.).
    • Autotarget: Autofocus cone.
    • Magnetism between attacks to get closer to the enemy.
 
  • Stealth System: It was designed with an Enemy Detection System that uses vision cones, sound propagation, and dynamic alert levels to track player presence. Environmental elements like pipes and steams were integrated as strategic gameplay tools, allowing players to use steam bursts emitted by the pipes to obscure themselves from enemy sight. An Escape subsystem was developed, enabling players to break enemy line of sight through strategic hiding spots, quick movements, or distractions, dynamically resetting the detection state. These mechanics work cohesively to create a tense and immersive stealth experience.
    • Enemy detection system
    • Pipes and Steams
    • Escape system

 

  • Level Design: As a Level Designer, I conceptualized the general environment and conducted in-depth research on real-life cities to create authentic references. I prototyped multiple in-engine locations and designed detailed layouts for key sections, including the tutorial, sewer, and a fully functional factory area, which I also blocked out to ensure gameplay mechanics and navigation were seamlessly integrated.
    • Concepted general environment.

    • Researched real-life cities for reference.

    • Prototyped several in-engine locations.

    • Designed layout for the tutorial section.

    • Designed layout for the sewer section.

    • Designed layout and blocked-out fully functional factory area.

 

  • Documented game mechanics & level (Notion & Articles)

Worked pair to pair with programming and art members.

It was fortunate to share a trench with 16 gears, the best.

 

Project Details:

  • Studio: 16 Gears
  • Genre: Third Person Action/Adventure
  • Platform: PC
  • Duration:
    1. Core design and prototyping: Feb 22 – Mar 22
    2. Pre-Alpha: May 22 – Jul 22
    3. Alpha: Jul 22 – Sep 22
    4. Beta: Sep 22 – Oct 22
    5. Final Version: Oct 22 – Dec 22
  • Team Size (16):
    • 6 Game Designers
    • 5 Programmers
    • 5 Artists
  • Engine and Tools used: Unreal Engine 4.27, Maya, Substance Painter, ZBrush
  • Other: During this project we received guidance from industry professionals.
umbramaze

UMBRA MAZE is a mix of 3D and 2D game made for the University GameDev League 2023 and winner of the first task of this jam with a 1000$ prize reward. The game can be played on your own or in coop with a friend.

 

UMBRA MAZE is a mix of 3D and 2D game made for the University GameDev League 2023 and winner of the first task of this jam with a 1000$ prize reward. The game can be played on your own or in coop with a friend.

Once again, my role was technical designer and programmer and I was responsible for the implementation of both the animations of the 3D character and the 2D pixelart character, the orb random spawning mechanic and the most challenging part: the dynamic collision shadow in which the 2D character can move around. It is available on Itch.io.

 

In this game jam, our goal was to create a game that could be played on a single screen and incorporate references to old-school arcade games like Pacman, Space Invaders, and Puzzle Bubble. Additionally, we were required to include a one-use power-up of any kind. Despite these few restrictions, we felt there were endless possibilities.

After several brainstorming sessions, we decided to create a spooky atmosphere game where a child must move objects to cast their shadows in a way that allows another little ghost to use the shadows as platforms to reach orbs and survive the night. The cooperative gameplay was frenetic and tricky, which made us tremendously proud of the final product.

The combination of mechanics, cooperative gameplay, pixel filter for the old arcade game feel, the music, and the art direction resulted in a unique game that stood out to both the jury and other participants. Winning first prize in the competition made us incredibly happy and proud of our achievement.

Grooto is a puzzle and platforming game made in 48 hours for the Global Jam 2023 with a few members from NOX: Chapter 1.

 

As I was one of the few with technical background, my main role in Grooto was as a programmer and technical designer, I was responsible for the player and camera movement, implementation of the animations, planting mechanic and root hanging/swinging mechanic, it is available on Itch.io

 

The theme of the Jam was ‘roots‘, so after a few hours of brainstorming with the team, we decided to create something simple but original: a 3D-farming game where the placement of your plants (and their roots) affects the 2D platforming. Players have the option to choose between a seed for platforming and a seed for lianas/ropes.

With a narrative about a farmer mole returning home and beautiful art direction, we created a game that we are all very proud of. The Jam reviewers found the idea original and attractive, further boosting our excitement.

We all agree to work on it from time to time and possibly publish it on Android, with a few levels.

Traptoon is 2D Metroidvania as Hollow Knight, where the player uses onomatopoeias as weapons to fight enemies and return it’s color to an 50’s cartoon world.

Project Details:

  • Genre: Metroidvania
  • Platform: PC
  • Duration: 1 month
  • Date: 2021
  • Team Size (14):
    • 3 level designers
    • 4 gameplay designers/programmer or technical designers
    • 5 artists
  • Engine: Unity
  • My roles: Gameplay Designer, Programmer & Productor