Videogame programmer
I am passionate about video games, with a great ability to contribute new and innovative ideas to the development of game functions and systems.
My personality makes me work well in a team environment, collaborating with other developers, designers and project managers to achieve shared goals and create the best games, experiences and features possible.
I am committed to quality and attention to detail, ensuring that all code and features are rigorously tested.
I am able to prepare technical design documents to guide the implementation process.
I have a strong motivation that makes me take on new challenges and adapt to changing circumstances, which is essential in the world of video games.
Certificate off Studies Pearson BTEC Level 5 HND Computing
BSc in Games Technology
This project is an AI assistant that is based on command-based interactions that I named it NullusAI. In this simple AI I decide to implement some features that are intended to help the user with simple tasks.
My role in this project
This is a project I made on my own for a AI subject in university. In this AI I implemented features to help the user of a computer.
This features are:
-Initialise programs
-Create and show lists
-Search basic data on internet
-Voice, to read the answers the AI tells to the user
-Change language, being able to put it in Spanish or English
Born To Rise was a final year project that we did as a team named “Raccoons Making Games” composed of 7 programmers, 6 artists, and 3 game designers, at the ESAT.
The game we created is a 2,5D metroidvania platformer game that we published on Steam on July 2023. My role in this project as an AI programmer.
My role in this project
In this project I was an AI programer with the task of programming some enemies of the game. This enemies where:
The lance enemy: An enemy with a lance that can stab you if you are at short range and can make a dash to hit you if you are at long range.
The shield enemy: An enemy with a shield that can hit you if you are at short range and protects him from bullets and melee attacks from the player.
The turret: A static enemy that activates when the player is near and will be aiming and shooting him as long as the player is in it's range.
By: Jorge García Prats
Alejandro Martinez Forner
Jose María Sánchez Carnero
This is an endless runner mobile video game we did in second year of university.
In this game the user controls a ball that has to avoid obtacles to advance through infinite levels.
My role in this project
In this project I programed:
-The gyroscope control (to control the player).
-The coins.
-All the obstacles.
-The procedural way the obstacles are placed
(creating a more fun distribution of obstacles for the player) and the infinite loops system (as we only use one scene).
By: Jorge García Prats
Alejandro Martinez Forner
Requiem Engine is a graphic engine we created as a final year project at the ESAT. We made it from scratch with C++, OpenGL and then ported its core to DirectX11. Our engine has a component-oriented approach using Entity Component System (ECS). It incorporates various features, including custom and optimized lighting, an API for users, and numerous rendering techniques.
My role in this project
-Mesh loader(of simple and composed .obj)
-Cubemap implementation
-Normal mapping
-Parallax mapping
-Resources class
-Entity manager
-Picking system
-Multiple textures
-Texture interpolation
By: Jorge García Prats
Alejandro Martinez Forner
This project is a procedurally city, we did at the ESAT, that uses OpenGL and C++. We created it so we could improve our OpenGL skills, and to learn shaders and rendering techniques. This project includes a procedurally city with 3 types of lights: directional, spot, point. It also has fog and transparent materials among other features.
My role in this project
-Creation of the procedural city
-Interface so the user is able to change settings for the simulation
-Wireframe mode
-Transparent material(with my partner)
By: Jorge García Prats
Alejandro Martinez Forner
Jose María Sánchez Carnero
This project is an online multiplayer game made using Unreal Engine 4.27.2 and C++. The primary goal of the project was to improve our Unreal Engine and C++ skills as well as introducing us to the Unreal Engine networking.
For this project, we were given a GDD to develop the prototype.
Therefore, following the GDD, we developed this project that has: A character that, depending on whether it is player 1 or 2, can make one type of attack or another, enemies that patrol areas and attack the player, levers to open or close doors , shields that players can pick up and block damage from enemies and plates that when a player steps on them will unlock the exits.
All this is found in a labyrinth which is the main map of the prototype.
My role in this project
-Creation of the players
-Creation of the pickup items
-Creation of pressure plates for doors
By: Jorge García Prats
Sebastian Valdess
This is a small infinite bullet hell a companion and I did for the videogames design subject at the ESAT university. In this game you are a small space ship that has defet hordes of enemies while avoiding a all the enemy bullets.
My role in this project
As it was a course assignment, we both did a little bit of everything, from the design to the programming of the entire game.
See more
This is a small PVP game made by myself in Unity for the videogames design subject at the ESAT university. In this game you can chose between two characters, one with a shield and other with an axe.
The player with the shield can throw the shield and it will bounce a number of times until it comes back to the player, I did this mecanic inspired by the Captain America shield from Marvel Comics.
The player with the axe can throw the axe and it will get stuck in a wall when it collides with it, but if this player presses again the throw button it will come back to him, I did this mecanic inpired by the axe from God of War.
My role in this project
This was a project I made on my own. For this project I also created an experimental controller programmed in Arduino.
Custom controller showcase Gameplay video
By: Jorge García Prats
Alejandro Martinez Forner
This was a university project that consists in the implementation of the 2D metaballs using the Raspberry Pi 3 Model B using SDL and C. The primary goal of the project was to improve our code optimization.
In order to implement this, we create a metaball at the beginning of the program with its color palette and during its execution we calculate and paint the rest of the metaballs.
My role in this project
-Implement metaballs
-Optimise metaballs