My Story

  • 1999 – 2017: Early Age

    I was born in 1999 and I have been loving videogames for as long as I can remember.

    Pokemon XD: Gale of Darkness, The legend of Zelda: Twilight Princess, Darksiders 2, Darksouls 3 … These are some games that have been with me over the years and made grow my love and interest in videogames.

    It was not until 2016 that I really realized that people were working behind these titles to make them come to life.

    Then I found my vocation: making games for people to live adventures in new and awesome worlds, as others have made it possible for me.

  • 2017 – 2021: Software Engineering Degree

    I first wanted to learn how to program and understand how games worked. To this end, I studied the Software Engineering Degree in the University of Seville, starting my formation with a generalist approach.

    For 4 years, I learned multiples programming languages as Java, C, Python, HTML, PHP and more. I set up differents databases and created various webs. And I used tools as Github, Tortoise and Draw.io. Finally I participated and managed multiples project involving up to 6 peoples.

    At the same time as I was studying this degree, I taked online classes on Udemy and Edx to learn Unity (C#) and Love2D (Lua).

    On the last year of my Degree, as I started my Final Degree Project and my internship in a business as a full-stack developer, I figured out Software programming wasn’t for me. I needed to work in the videogames industry.

    With this extra knowledge, I was able to create a videogame for my Final Degree Project: Way Too Late. With this project I sought to study how Software Engineering tools and methodologies could be aplicated to videogame developement.

  • 2021 – 2022: Game Design Master

    Throughout my Degree, I grew interest in Game Design and begun to understand that it was what I really was aiming for in the videogames industry. So as soon as I finished my internship, I moved to Madrid to start a Game Design Master in U-tad.

    During this year long formation, I learned about various aspect of design as mechanics, dynamics, level, systems, narrative and more. I scripted using Unreal Engine and Unity. And I learned about other aspects of game developement as production, publishing, QA, modeling and art direction among others.

    Together with my design colleagues we designed lot of small games theoricaly and prototyped some of them. Finally, as my Master’s Thesis, I took part in Maskerade: The Deadpan Cry during 9 months with the objective of releasing a Vertical Slice for October 2022.

  • 2023 – 2024: Ebb Software

    As my first job as a Game Designer, I moved to Belgrade (Serbia) to work with Ebb Software, the creators of Scorn. At the time, they were looking for a new project and we made prototypes for various possible ideas. I worked there for a year, starting as an Intern and later obtaining a Permanent Employment Contract.

    Due to the main objective of the Design department being to establish a project to start pre-production, all my tasks were closely related to the Creative Director. That is analyzing similar games, pitching ideas and mechanics, and designing and documenting core concepts of the games.

    For multiple ideas, I worked on prototypes to test and showcase mechanics or systems. Because only the Design department was involved in these prototypes, we took care of the full programming and art aspect of every feature developed. The two most important features I worked on were a choice-matter dialogue system, and two enemies for a hack’n’slash combat-oriented prototype using assets from Paragon’s Unreal marketplace.

    During that year, I learned a lot about the project’s initial phases and prototyping and grew as a person far beyond what I could have expected. The company sadly had to let me go by May 2024, but my team lead wrote me a recommendation letter as a symbol of gratitude for my work.

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