After working in Globant for a couple of small projects I finally got to lead a new game from beginning to launch. Power Rangers: Morphin Legends is an action role-playing game, with a complex turn based battle system, beautiful comic-like graphics, and many features that involve user progression. The game was published by NWay Inc.

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Tile’s Waltz is a game I started developing alone during quarantine for the COVID-19 crisis. It’s a match-3 puzzle game with focus on memorization, you remove pieces from the level, when that piece is removed other pieces move to take their place, you need to combine pieces of the same color to get combos or power ups.

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Holly’s Home Design is a home renovation game developed and published by Gamaga. In Holly you play the life of a home renovator, in the game you can buy, renovate, design, decorate and sell houses in different towns. The game features realistic 3D environment and tons of decoration and furniture options.

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Banana Kong is another game developed by Gamaga, with more than 100M+ of installs, the game is published by FDG Entertainment. Banana Kong is an endless runner platform game, you play as Kong you have to jump, avoid and smash different obstacles in the environment, there are many mechanics that change the way the character moves, it’s a really fun game to play.

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Red Crimes is a crime thriller management game developed by Gamaga with support of Investigation Discovery, sadly the game is no longer supported. The game features realistic crime scenes with multiple game mechanics, focused on hidden objects, investigation, staff mangement and a compelling storyline.

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I moved to Chile to work with Gamaga, I started with Operate Now: Hospital, a game published by Spil Games with more than 45M+ of installs. Operate Now is a hospital simulator, in the game you perform really realistic surgeries and follow a compelling storyline, while you also are in charge of running multiple hospitals, upgrading their departments, hiring and managing their staff and many other interesting mechanics.

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This game is more competitive we were a bit inspired by the Tron franchise visual style. I was already in Chile when making this game so I worked remotely with my friends in Caracas, Venezuela to complete this game. This game was really fun to play.

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Computing indirect illumination is a challenging and complex problem for real-time rendering in 3D applications. This global illumination approach computes indirect lighting in real time utilizing a simplified version of the outgoing radiance and the scene stored in voxels.

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This is a simple implementation of terrain rendering using heighmaps, part of a college assignment. The code has some optimizations such as parallel processing to bake lightmaps and cheap ambient occlusion using the terrain heighmap.

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This technique implements style transfer functions for volume rendering, part of a college assignment. Style transfer is extremely convenient for volume rendering as it adds a really great dimension of realism with little overhead. The technique is based on this paper.

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For this instance I was asked to create a game, alone, in a single week as part of a test. I ended up making an isometric platform game, you have to complete levels and collect coins along the way.

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I wanted to do a small tests with shaders in Unity to simulate water using sum of sines. This technique is well explained here in GPU GEMS. My twist was just using flat shading. The reposity was well received in my GitHub.

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This time we really wanted to do a co-op game. We built the idea around a platform game where you play with your friend, you both co-perate together to advance in the map and defeat enemies.

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This is a small shader that implements fur rendering in Unity using shell texturing. The technique is well explained on this paper. Though easy to implement it was well received on my GitHub.

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While I was still in college this was my first working experience as a game developer. Living in Caracas at the time I got contacted by LearnSafari, thanks game jams! Spanish Safari is a game or a tool for parents, with the purpose of teaching Spanish to kids in an interactive adventure game.

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Stereoscopy is a technique that enables us to create the illusion of depth for binocular vision. You need special lenses to appreciate the effect. In this college project I implemented a basic rendering engine using C++ with stereoscopy.

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For this game jam we went with a more spooky game. And we wanted to make it multi-player. So we came up with the idea to make a tag game but with some modifications to fit the theme and make it more fun.

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A simple height map generator utilizing different noise generation techniques to obtain height maps that can be used for terrain generators or other applications.

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This program implements multiple image processing algorithms, such as edge detection, noise reduction, sharpening, morphological operations, etc, part of a college assignment.

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This was my first Global Game Jam, though I had been to game jams before in college. This was a really great experience that ended up with me going for four years consecutively. The idea of making a complete game in just 48 hours was first daunting, but later awesome and completely achievable with good team work and focus.

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This was one of my first computer graphics assignments, we implemented different real time rendering techniques in this project, which included: object selection, translations, rotations and scaling, camera translation and rotation, refraction and reflection, point lights, directional lights, spot lights and shadow mapping.

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This program implements an ASCII art filter for your webcam. This was a small project made during college as an exercise of parallel processing. Getting this effect to run smoothly without parallel processing was impossible.

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This was an extremely simple raytracer I wrote in college for an assignment. Here I could learn a lot about the mathematics and physics that makeup light rendering.

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