portfolio
Feel free to check out my GitHub account for an overview of my public programming work. For a detailed view of my professional experience, please refer to my LinkedIn profile.
My experience in game engine programming ranges from hobby 2D engine work to developing commercial AAA engines, like IO Interactive’s Glacier. The details list as follow:
I have professional experience developing tools for indie and AAA teams, in both C# and C++. The most remarkable work list as:
My expertise in Unity extends to the graphics-related aspects of the engine. I’ve participated in multiple projects with responsibilities on design and implementation of custom Render Pipelines, as well as doing technical art work of different kinds. Find some examples here:
screenshot of sample scene rendered in Unity with PJRP.
screenshot of a race in Deck RX.
Other graphics-related toy projects can be found on my Github page:
screenshot my C++ software path-tracer.
I’m a co-organizer of the Sant Jordi Jam, a non-competitive game jam with the objective of celebrating the day of Sant Jordi:
I have experience talking to broader audiences, both as a University guest lecturer and as a speaker in game conferences. Some of them list as:
won’t somebody please think of the tools [ES]
at Guadalindie • May 2024.
game postmortem: alexandria
at BCN Game Creators • Feb. 2024.
at game devs Asturias • Aug. 2025.
PANEL DISCUSSION: Challenges and Triumphs: A Deep Dive into AAA Game Development
at DevGamm Lisbon • Nov. 2023.
Hey, mira, una charla de programación [ES]
at IndieDevDay • Oct. 2022.
Technical Art in Video Games
at EII Tech Fest, University of Oviedo • Feb. 2022.
Intro to Indie Game Development - Meteorbyte Studios’ case [ES]
at EII Tech Fest, University of Oviedo • Feb. 2021.
Game Feel 101 [interactive presentation]
at University of Oviedo • Fall 2019.
Picture taken during the Panel Discussion in DevGamm Lisbon 2023.
A Narrative Engine for video games with parallel and open storytelling.
Built as a core module in Project Attrah, its initial design and achitecture proposal was awarded Most Innovative Cultural Project of the year by the Ministry of Culture and Sports.
It has been used in the narrative strategy game Songs of Steel: Hispania, as the core system to handle the story events of the campaign.
Abstract
We have developed a multi-platform Narrative Engine which can help a video game build a story with different levels of developer and player authorship. We have accomplished this by abstracting all narrative occurrences that make the plot advance to different kind of Events, which can be triggered after internal changes of the game state. In addition, our system presents other sort of narrative utilities, such as Characters with different sets of skills and attributes, and multiple approaches to the way the previous-mentioned events are triggered, like Affairs that bind our internal system state to the game’s state or Event Pools, which will trigger events over time based on arbitrarily set priorities. Our system is currently being used by multiple in-development commercial projects.
steam2xml. [source code]
Small command line program to transform Steam achievement files from VDF to XML.
ChromeTracing.NET. [source code]
A C# visual profiling library using Google Chrome’s tracing tool.
Seagull. [source code]
Toy programming language, compiling to intermediate language. Targeting MAPL Virtual Machine, an academic virtual machine built at University of Oviedo. The compiler is developed in C#, with the help of ANTLR for lexical and syntax analysis.
DeChat. [source code]
A decentralized chat web application using Solid. Developed as a team project with other students from the Software Engineering Degree at Universidad de Oviedo.