



Projects
Spider mech combat prototype
A prototype for a combat system based on wall climbing and agile movement. The prototype is designed to give complete movement freedom to both the player and the enemy. The mech movement system, weapons, enemy AI and 3D models have all been created from scratch by me using Unity, Blender and Substance Painter.


Saurus kids
Saurus kids is a Google Play AR game created specifically to entertain children in hospitals, by bringing in a virtual augmented reality experience that takes them on a journey through their hospital playspace. The game has been published in 3 hospitals so far, 2 in Barcelona and 1 in seville.
Official webpage:
Google play link:
https://play.google.com/store/apps/details?id=com.LucatiaTech.SaurusKids&hl=es&gl=US
News articles:



AR Color
AR Color was developed right after Saurus kids as a companion app for it, the game is bundled with a dinosaur themed magazine that comes with several dinosaurs to color, after coloring them children can visualize the colored dinosaurs in AR, using AR Color to take a photo of the animal.
Additionally, the app allows you to control and move the dinosaur and call it back in case it gets lost.
Official webpage:
https://www.sauruskids.com/ar-color
Google play link:
https://play.google.com/store/apps/details?id=com.ARColor.Test&hl=es_DO&gl=US



ABBalance VR
ABBalance is a vertigo treatment VR app that combines proven medical knowledge and exercises to help reduce vertigo in patients.
The app was almost entirely coded by me in C# and Unity. It has database connectivity for updating and holding patient's data, scores and vertigo evaluations.
The app allows doctors to guide patients through several vertigo exercices and has support for creating automatic exercise routines that evaluate whether the patient is doing the exercices correctly, doctors can see the patient's scores and direct their treatment based on the scores.

The exercices the app provides are eye tracking exercices, hand coordination exercices, head coordination and body movement exercices, as well as free form exercices.
Mars Keeper VR
A Virtual Reality video game inspired by games like Iron Rebellion or Vox Machinae. It was developed over the course of 3 weeks by a group of 4 people.
I worked as the main coder for the VR interactions with the cabin and mech movement.
I also worked on the mech feedback during movement, footsteps, turning sounds and also weapon particle effects and firing sounds.




LA MARTA I EL VIRUS: LA INVESTIGACIÓ ULTRARARA
This is a point and click browser game developed in collaboration with The government of Catalonia (La generalitat de Catalunya).
The team was composed of 3 artists, 1 musician 1 programmer and me, i worked as both a team leader and a programmer. As the main programmer i created the basic interaction system and implemented the game's levels and story progression.
The game can be played in the CientifiKs webpage.




Flaming Fury

This game was created after we were given the thematic of "Murder everyone" it focuses mainly on fast paced action and dodging enemy attacks or parrying them.
The game was created by a 3 man team, as a part of the team i made all of the game's art, intro, coding, and most of the levels. It's been one of the most polished projects i've worked on in regards to gameplay.

Imprint

Unity engine game.
Started on the July 30 and finished on August 2, this was part of a 3 day game jam called the Dev Atlas gamejam, the game's core concept was "Save your bullets, they're all the light you got.", meaning that the only source of light was the gun's muzzle flash when the player fires it.
A good concept executed very roughly due to the 3 day time limit, i mostly worked on this one as the AI and weapon programmer.

Take care, my lord!

Started on the August 21 and finished on August 24, part of a extra credit's 3 day gamejam, we were given the concept of "Take care", and translated it into a top down turn based game in which you must escort the king and make him accomplish several objectives whilst protecting him from assasins and angry peasants.
I programmed the grid based movement of all characters, their timings and collisions, along with the objectives that the king must accomplish.




