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Personal Projects
Bob the Ball
Bob the ball - WIP Project

Game & level design 

 Personal Project

A 3d Platformer game where Bob the ball uses his ability to change material becoming lighter and havier.

I worked on:

- Level design from concept to graybox

- Programmed and developed prototype mechanics

Summary

Taking inspiration from platformers such as Super Mario Galaxy and Spyro the Dragon, I wanted to create an experience where both the gameplay mechanics and level design convey the feeling of shaping and interacting with the world .

One of the main challenges was the scripting required to accurately simulate the physical properties of the material. To achieve this, I studied real-world references, using a rubber ball and a small pebble I found at home to better understand their behavior and movement. This research helped me create a more believable and responsive physics system.

The level design is still a work in progress, but my goal is to structure the experience around a series of meaningful stages that gradually expand the player's understanding of the mechanics:

Act 1 – Introduction (DONE)
Players learn the core mechanics through simple, guided challenges.

Act 2 – Experimentation
An open space that encourages players to explore and discover different ways to use the mechanics.

Act 3 – Final Challenge:
A vertical climb up a skyscraper that tests the player's mastery of the mechanics.

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Documentation

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&

Escape to the underground

Summary

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My main inspiration for this project was the introductory chase sequence from Resident Evil 2. I wanted to recreate a series of encounters that would immediately establish the game's atmosphere while naturally introducing the player to its core mechanics.

The biggest challenge was balancing the pacing and frequency of these encounters. My goal was to create a rhythm of tension and relief that would keep players engaged and reactive without overwhelming them or reducing the sense of threat.

For the second environment, I designed a looped level structure in which the player returns through previously explored areas after completing the main objective. This allows the escape sequence back to the train to feel both familiar and tense, as the player's understanding of the space is recontextualized under pressure.

Game & level design 

 Personal Project

A third-person survival horror level inspired by

Resident Evil 2 Remake; with the main objective of introducing the main theme and mechanics to the player.

I worked on:

- Level design from concept to graybox

- Programmed and developed prototype mechanics

- Scripted events and enemy behaviour

- Directed cinematics

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Escape to
Game Jams
El Cabeza - GGJ 2026
El Cabeza
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Project management / Game & level design

Global Game Jam 2026 - 7 days - Theme: Mask

El Cabeza is a fast-paced, headbutt-driven action game where frustration turns into pure power.

Creating this game was a great opportunity to test my skills in a first-person game and to lead a team from vision to product.

I worked on:​

- Directing vision into all work departments, translating them into tasks

- Creating High vision documentation to lock the idea and work around it, and managed workflow

- Experiment and iterate on player feedback to enhance the principal game feel of a dynamic and fast gameplay

- Cinematics and events of the game

- Level designed and blockouted the first part of the level

- Voice acted for all voices in the game

The Jester and the ghost - Sermoneta Game Jam 2025
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The Jester and the ghost

Game & level design

Sermoneta Game Jam 2025 - 3 days - Theme : Sermoneta

A 2.5d platformer telling one of the legends of the city of Sermoneta : a Jester freed from prison with the help of a little ghost.

Here I worked on:

- Level design blockout of all the levels

- Scripted platform types and interactions

- Directed a cinematic

Jester
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