Projects

Brief

  • 2 published games
  • 5 relevant UE4 projects
  • Extensive C++ knowledge
  • Strong interest for Graphic Engines Development (Rendering), Unity, UE4 and VR games

Streets Of Neotokio (Released on Steam)

Details

  • Engine…………………..Unreal Engine 4
  • Language………………C++
  • Project……………………Group project
  • Platform…………………PC

About

«Streets of Neotokio» is an Action-RPG set in a futuristic world where a samurai has to save a princess from an evil mobster. The project took around 9 months to complete with a team of artists, a team of programmers and two supervisors for my final year at ESAT, Innovation School.

I experienced first-hand what it takes to work in the video game industry and how it works. Although it is a career project, the work environment was quite realistic compared to other companies out there. We had deadlines for certain game implementations, team meetings to discuss what was needed to move the project forward, code reviews, last minute changes, working with Perforce, working overtime to meet deadlines…it was a pretty good experience that made me realize that working on the creation of a video game is really my passion and I want to keep growing in a professional maner.

The entire game is done with C++ except some cases where using blueprints was the right way to go. I was in charge on the UI, world interactions, player mechanics and level flow but sometimes I had to jump in and help with other companions work. Each one of us had it’s own personal task that had to be completed in time before implementing other features. We sure did have some problems along the way that required extra time and did some things the wrong way. But no one ever really backed down. For being our first professional project with so much work behind it, we are quite content with the end result.

Aztec Runner (Released on Google Play)

Details

  • Engine…………………..Unity
  • Language………………C#
  • Project……………………Individual project
  • Platform…………………Android Phone

About

«Aztec Runner» is a game of «runner» genre developed with Unity, which was published on the Play Store. This is the first app that I created from scratch with the intention of figuring out how a developer could publish its own creations for «free». With the previous experience I already had with Unity it wasn’t too difficult to create a first prototype. But what turned out to be quite complex was to integrate the necessary features so that it could be played with a mobile phone. I needed to install several tools that I had never used before and refered to the documentation in order to learn what to use for when the player touches the screen. Another task that was also tedious, was to implement the monetization in certain points of the game. I’m happy with the final result but without a doubt, I would make some changes in the code and in the game itself that would drastically change the operation and flow of the game. Thanks to this project I discovered how Unity handles mobile apps and what you need in order to publish them on the Play Store (as long as you fulfill all the necessary requirements).

Unfortunately the app was taken down due to certain issues with their advertising policy. Right now it’s under review so it can be published once again.

Graphics Engine (C++/OpenGL)

Details

  • Framework…………….VisualStudio2017
  • Language……………….C++
  • Project……………………Group project
  • Platform…………………PC

About

This project was developed during my final year at ESAT School in Valencia. Along with another companion, we built from the ground up a graphics engine with C++ and OpenGL library, using VisualStudio2017 framework. Since it was our first time developing an engine, we had to refer to much documentation before tackling on the many features it has. I was in charge of the render part and my companion handled the logic behind it. The engine functions by firstly doing all relevant mathematical operations. Once finished, with all the results obtained from this «block» of calculations, the relevant draw calls are made (OpenGL calls). This means the engine is divided in two blocks of operations. The logic «block» and the draw «block» of data. This is carried out by using a third-party scheduler of threads which will notify, to the other block, once all necessary calls have been made.

The engine features as of the render part, shadow mapping, texture rendering, load of shaders, lighting, custom geometries (indicating the necessary triangles for creating a cube or a terrain for example) and framebuffers. From the logic part, there’s parenting, threading and other logic operations relevant to the «blocks» of data explained before.

This was indeed a really fun experience that I’d love to repeat sometime in the future. I learned a lot of the C++ language and how a render pipeline works on engines. It was pretty tough at some points but learning new things always got me going. That’s why I’m always looking forward to work at any company where my knowledge of videogames and programming will keep on growing.

KillBeat (UE4 VR Project)

Details

  • Engine…………………..Unreal Engine 4
  • Language………………C++
  • Project……………………Individual project
  • Platform…………………PC

About

This was the project I developed for my dissertation on my final year at Sheffield Hallam University (Computer Science For Games). It was my first time tackling on a VR environment. I was always curious on how other companies developed their VR releases using other graphic engines. Since I have the HTC Vive headset, I saw this as the best opportunity to acquire a better understanding on how they are made.

The mechanic of the game is killing enemies at the beat of a song (similar to other games such as Beat Saber, one of my favourite games and BoxingVR). The player is placed on a fixed position where several enemies will start heading towards him/her. If they are killed at the exact time, he/she will gain points. This score depends on the time the enemy has been slain. If it’s too soon or too late, he/she will gain less points. When the enemy arrives to the player location and hasn’t been killed, he’ll lose one life. Every single action has some feedback to it. For example, controller shake, sounds, particles, environment changes…giving feedback to the player is a really important factor when handling VR. The sound of the video is muted due to some complications with the recording software but I’ll upload it once it has been solved.

Implementing the «beat detector» of the game (which is made with the sequencer of UE4) was really tedious since I had to go through several pages of documentation to figure out how to achieve the desired effect. On the other hand, learning how to implement diverse features on a VR environment wasn’t too complicated. But the most important thing that I learned thanks to my research was how to control the motion sickness and how to make the player more comfortable (which I figured out thanks to some papers about level design on VR). There are some things that I would definetly change but overall I’m happy with the final result and with what I learned.

Dungeon Hoarder (UE4 Prototype)

Details

  • Engine…………………..Unreal Engine 4
  • Language………………C++
  • Project……………………Group project
  • Platform…………………PC – PS4

About

This was another project that I developed in my final year at Sheffield Hallam University. The objective was to develop a prototype that would later be exposed at a commercial pitch for a potential publisher. It was developed with the intention of being played on a PS4 but since we didn’t have the PS4 tools on UE4 (due to CoVid-19 university shut down) we weren’t able to test it out.

We discussed the concept of the game the first three days of the project and began development. I was in charge of implementing the dungeon transitions, the enemy spawns, the shop system, the feedback…almost every required feature for the flow of the game. My other companions weren’t too proactive. They implemented the AI of the enemies (which was pretty rushed and had several bugs) and some item spawns. Due to the lockdown, they weren’t too keen on continuing with the project. However, I really loved the idea of the game (mix of Binding of Isaac – Dead Ops Arcade) and wanted to deliver a good prototype for the commercial pitch. So I carried on with the project on my own implementing every required featured and even adding some extras for an even better game feel. I didn’t want this project to fail.

Thanks to my efforts, my teachers were really happy with the final result. However I couldn’t help but to feel upset, since I know there was so much more that could have been done for an even better result. But looking back I realize that this is my passion and I’ll do whatever it takes in order to deliver a good product to the public. And this is a good example of this statement. I want to make players have a really good time with my games. Watching them enjoy, really makes me happy.

Animations project (UE4 + Sound Visualizer Plugin + FMOD)

Details

  • Engine…………………..Unreal Engine 4
  • Language………………C++
  • Project…………………..Individual project
  • Platform………………..PC

About

[Coming soon…]

AI project (UE4 + AI + EQS System)

Details

  • Engine…………………..Unreal Engine 4
  • Language………………C++
  • Project…………………..Individual project
  • Platform………………..PC

About

[Coming soon…]