Work Projects

Volleyball Arena

Mar 2021 - May 2022 [Miniclip]

Having moved to the core tech team, I worked mostly for this project on monetisation features like the shop and everything in it. Worked on the system that allows to add items to the shop, and to buy them and that allows to display, configure and manage promotions. Because of this I worked a lot with the in-app purchase system. This systems were also used on other games so all the development made on them had to be carefully thought out so that we didn't break compatibility with other games. This was development in Unity, using the addressables system to handle resource management.

Soccer Stars

Apr 2018 - Mar 2021 [Miniclip]

Together with my team, I helped develop features like the Season Pass, progressive video ads, interstitials, Time-limited events, daily golden shot, among many others. The development was done mostly on Obj-c for older code or for the visuals since the engine was based on Cocos2D. For new logic developed we used C++ as much as possible.

World War Online

Mar 2016 - Jun 2017 [Chilltime]

Developed and maintained core features for the company's main product, both front-end, using HTML5, CSS3 and Javascript, and back-end, using PHP. My main contributions were the development of a new, more dynamic battle system and a community based translation system. Version control was done using SVN tailored to the company's needs and product development management was done through SCRUM. Worked directly with the development, design and community management teams.

Projects

Until the end

2022

Solo participation on a Ludum Dare for 48 hours. The theme was "delaying the inevitable". All code was done from scratch, some art was reused. The game was made in Unity. For this entry I tried to deliver the basic of the whole experience, with a start, some gameplay and then an ending. The gameplay was lacking because of the time I spent doing other things, but the game idea was there. There are two main issues with the gameplay which are not having a reason to move around and the crystal you have to shoot not being clear enough that you have to shoot it or what it does. The latter could be fixed with some visual improvements and the first one by adding some ranged enemies for example.

DOGE

2022

Participated on the Global Game Jam with a team from Miniclip, 2 additional programmers and 2 artists. The theme was "duality".

Cave Runner

2021

Solo participation on a Ludum Dare for 48 hours. The theme was "deeper and deeper". Everything was done from scratch by me.

Finding Dolly

2021

Participated on the Global Game Jam with a team from Miniclip, 2 additional programmers and 2 artists. The theme was "lost and found".

Rolling Madness

2020

Participated on the GMTK game jam with another programmer. Everything was done from scratch. The theme was "Out of control".

Cobé Of All Trades

2020

Participated on a Global Game Jam with a team from Miniclip, 2 additional programmers and 1 artist. The theme was "Repair".

Blob World

2019

Participated on a Ludum Dare with another programmer. The theme was "Your life is currency".

Whatever it takes

2018

Participated on a Ludum Dare with another programmer. The theme was "Sacrifices must be made".

Hold The Line!

2018

Participated on a Ludum Dare with another programmer. The theme was "Running out of space".

Concurrency

2018

Development of a 2D party game for 2-4 players as a group of 3 programmers for the Global Game Jam 2018 and we created all code and assets during the event. We used Unity3D, Blender, Microsoft Visual Studio and Git.

Loot Grabber

2017

Development of a 3D top-down perspective twin-stick bullet-hell game as a group of 2 programmers for the Ludum Dare 40 Jam and we created all code and assets during the event. We used Unity3D, Blender, Microsoft Visual Studio and Git.

Rubber Ducky League

2017

Development of a 2D party game for 2 players as a group of 3 programmers for the Global Game Jam 2017 and we created all code and assets during the event. We used Unity3D, Inkscape, Microsoft Visual Studio and Git.

Portfolio Website

2017 (In progress - Unpublished)

Hobby project. Development of a Portfolio website for an artist using Bootstrap and CodeIgniter. Server is Nginx and Database management system is MySQL.

University Projects

ELEMENTIUM

2014 - 2016

Development of a 2D top-down perspective action roguelike game as a group of 3 programmers. We started by testing out mechanics that were going to be used, with users, and developed a prototype in GameMaker Studio. Then we developed the game in Unity3D and got user feedback at the university by letting the public play in a game projects show.
We wanted to achieve a fast paced game with elements of metroidvania and roguelike and randomly generated maps so that every experience would be different. My main contributions were towards UI interaction and character abilities' interaction with other game elements. The development was done using Unity3D and Microsoft Visual Studio, programming in C#. For version control, we used Git.

Firefighters

2014 - 2015

University project. As a group, we created a simulation with reactive and deliberative AI agents of firefighters putting out fires throughout a variable sized city. Developed using Unity3D and Microsoft Visual Studio, programmed in C#. For version control, we used Git.

Ray Tracer

2014

University project. Development of a ray tracer using anti-aliasing (Monte Carlo sampling), soft shadows, depth of field and acceleration structures. C++ application.

OpenGL Modelling Engine

2014

University project. Using modern OpenGL and GLSL shaders, we developed a C++ application which allowed the user to import .obj with or without textures and to translate, rotate and scale those objects. The user could also apply simple glass or perlin noise shaders to those objects.