Portfolio

A curated snapshot of my game development work, key contributions, and the tools I use most.

Engines & Tools

  • Game engines: Unity, Unreal Engine, Godot
  • Languages: C#, C++, GDScript
  • Tools: Git, Blender, Photoshop

Experience

Nikel Studios

Duration: January 2017 2017 – October 2017

Roles: Front-end Developer, UI, Backend, Tester.

Focus: Creating responsive UI for Android and IOS devices, using Unity to communicate to Firebase and Openpay services.

Highlights: The main project featured an Unity API to communicate with Openpay. Projects made use of MVC. Firebase was used as the database’s API.

IMMERSION I+D+I

Duration: September 2018– April 2019

Roles: Lead Programmer.

Focus: VR Development, Tools Development.

Highlights: Built editor tools to serialize key VR poses into XML format, so designers were able to edit the data outside the engine.

Drosophila Soft

Duration: June 2019 – December 2019

Roles: Co-founder, Project Manager, Lead Programmer.

Focus: Game Design, Project Management, Programming, Documentation.

Highlights: Registered IPs and showcased demos at local events.

Flamingo Simulation Systems

Duration: October 2020 – March 2022

Roles: Lead Programmer, Project Management.

Focus: Behavior trees, tooling, performance profiling

Highlights: Experimented with crypto technologies, including NFTs.

Studio / Enterprise Name

Duration: November 2022 – February 2023

Roles: VR Programmer, Gameplay Tester.

Focus: Gameplay Mechanics, VR Integration, Enemy AI.

Highlights: Created a dynamic occlusion culling system with object pooling for NPCs inside an Open World environment to manage multiple instances on real time.

Education

  • Universidad Cuauhtemoc — Bachelor{s Degree in Game / Serious Game Development (August 2014 – July 2019)

Honors & Awards

  • Best Game Choice in Queretaro’s 2017 Global Game Jam (Jan 2017).
  • Best Game Choice on “Clásicos de Ayer y Hoy” Game Jam, hosted by Ogre Pixel (Apr 2017).

Featured Projects

Wings of Icaria

Engine & Language: Unity · C#

  • Contribution: Gameplay programming, Enemy-AI.
  • Contribution: Minor engine tools to create collectible trails.
  • Contribution: VR Integration and interaction with objects such as the ship and the bow.

Wings of Icaria (now Wings of Wanitu) is an IP from LGG that tells the adventures of Tarak at the lands of Icaria. You can check more about the project here: https://littleguygames.com/games/wings-of-icaria/

TMNT – Open World VR Concept before becoming Empire City.

Engine & Language: Unity Engine · C#

  • Contribution: Movement Gameplay Mechanics.
  • Contribution: Implement Object-Pooling into a custom dynamic culling system that allows multiple Enemies on the same scenario by recycling NPCs out of the player’s view frustum.

LGG was hired by Cortopia Studios to work on a proof of concept for an open world VR game using TMNT’s IP, a prototype that would eventually become TMNT: Empire City.

Home Run Derby VR

Engine & Language: Unity Engine · C#

  • Contribution: Minor bug fixing, minor server backend contributions and game-testing (offline and online).

The Last Fire

Engine & Language: Unity · C#

  • Contribution: All programming, which includes Bosses’ AI, gameplay mechanics, dynamic camera, dialogue tree editor tool, modular components (platforms, ability components), and many et ceteras.
  • Contribution: Compiled and game-tested on PC, Xbox One and Nintendo Switch.
  • Contribution: Used Unity’s Addressables and a custom Object-pooling system to optimize memory.

The Last Fire is a Boss Rush prototype and IP from Flamingo Simulation Systems that was prototyped for Nintendo Switch, PC and Xbox One.

Duel of Shamans

Engine & Language: Unity Engine · C#

  • Contribution: Front-end (UI, Gameplay).
  • Contribution: Integration with crypto backend.

Duel of Shamans was a demo for CryptoXolos that used NFTs and crypto backend that used RPG mechanics (similar to Pokemon).

Moon Survival

Engine & Language: Unity · C#

  • Contribution: Enemy AI (w/ Finite-State-Machines).
  • Contribution: Minor gameplay mechanics tweaking.

Moon Survival was a side-scroller game that participated at a local itch.io Game Jam by local studio Ogre Pixel, earning the first place.

Tire Swapp

Engine & Language: Unity Engine · C#

  • Contribution: Game architecture & pertinent documentation.
  • Contribution: Foundatinal game mechanics implementation (interaction with objects, interaction with 3D UI, etc.).

Tire Swapp was a college project using the HTC Vive that was further improved after graduation for expo showcase.

Ground Operator VR

Engine & Language: Unity · C#

  • Contribution: Used a simple FOV component for the airplane’s AI to simulate vision.
  • Contribution: Created an editor tool to modify the ground operator’s poses that the airplane should interpret as signals.

HTC Vive MVP that had as a goal to instruct future ground operators to send signals to pilots upon landing.

Air Hostess VR

Engine & Language: Unity Engine · C#

  • Contribution: Integrated modular VR interaction system used from other projects, such as Ground Operator VR, into this project.
  • Contribution: Developed a simple sequence evaluation to make sure the door-opening procedures were correct.

HTC Vive MVP with the goal of instructing future air hostesses.

Don Itacate

Engine & Language: Unity · C#

  • Contribution: Created a responsive UI for both IOS and Android devices.
  • Contribution: Used Firebase as the database API and a custom Openpay API developed by the main programmer.

Food ordering application developed in Unity for IOS and Android devices.