No Rest for the Wicked
Galaia
Sera
Aragami 2
Gothic Playable Teaser
Gris
Reservoir Dogs: Bloody Days
Blues and Bullets
Lumen

No Rest for the Wicked (Early Access)

Moon Studios | Unity | Mar 2024 - Oct 2024

Senior Game Designer
• 3C’s design.
• Game systems.
• UI/UX design.


Galaia

3-Person Indie Team | Unreal Engine | Apr 2023 - Oct 2023

Senior Game Designer
• Game pitch.
• Contributed to game design.
• Business plan.
• Pitching to potential publishing partners.


Sera (Canceled)

Lince Works | Unreal Engine | Jan 2022 - Oct 2022

Lead Game Designer
• Game pitch.
• Design overview roadmap.
• 3C’s design.
• Game systems.
• Game mechanics.
• Combat design.
• Level design blockout.
• GDD maintenance.


Aragami 2

Lince Works | Unity | Jan 2020 - Jan 2022

Senior Game and Level Designer
• Level design blockout.
• AI placing and combat situations.
• Designed and scripted all missions.
• Prototyped boss fights encounters.
• Game balance.
• GDD maintenance.
• Game pitch for a co-development proposal on an AAA project related to GI Joe's IP.


Gothic Playable Teaser

THQ Nordic | Unreal Engine | Apr 2018 - Dec 2019

Game and Level Designer
• Game pitch.
• 3C’s design.
• Game systems.
• Game mechanics.
• Combat design.
• Designed AI behaviors.
• UI/UX design for menus and in-game HUD.
• Level design blockout and set dressing.
• Scripted logic events.
• Directed and scripted all cutscenes.
• Defined and implemented achievements.
• GDD maintenance.


Gris

Nomada Studio | Unity | Sep 2017 - Mar 2018

Level Designer
• Level design blockout.
• Game puzzles design and scripting.
• Camera design and implementation.
• Set dressing.


Reservoir Dogs: Bloody Days

Big Imagination Games - Lionsgate | Unity | Jan 2017 - Jul 2017

Level Designer
• Level design blockout.
• Scripted combat situations.
• Directed cinematic sequences.


Blues and Bullets

A Crowd of Monsters | Unity | Oct 2014 - May 2016

Junior Game and Level Designer
• Level design blockout.
• Scripted logic events.
• Prototyped new puzzles and game mechanics.
• Designed and evaluated tools for the design team.
• Created storyboards.
• Directed and scripted cinematic sequences.
• Designed and implemented the gameplay camera rigs for the most problematic scenes.


Lumen

Thousand Cranes | Custom Engine | Dec 2012 - Sep 2013

Game Designer and 3D Artist
• Designed the core game mechanics.
• Level design blockout.
• Designed the narrative and cinematics.
• Scripted logic events.
• Modeled 3D assets.
• Created GDD.


As a seasoned game and level designer based in Barcelona, Spain, with over a decade of hands-on experience, I'm driven by an unwavering passion for creating fun and immersive gaming experiences. My ambition lies in leadership, where I can mentor and empower other designers. I have a genuine enthusiasm for feedback and collaboration, constantly seeking opportunities to learn and grow alongside my accomplished colleagues.• Over 10 years of experience in both AA and indie video game development.
• Published multi-genre titles on PC and consoles, including action/adventure, stealth, twin-stick shooters, puzzles, and narrative-driven games, among others.
• Experienced in player-focused design, with a deep understanding of game systems, mechanics, level design, tuning, and balance.
• Proficient in design workflow using Unreal Engine, Unity, and visual scripting.
• Highly committed and deeply interested in implementing best practices to promote accessibility in video games for users with various types of impairments.
• Knowledge in cinematic techniques and visual storytelling, with a focus on creating captivating cinematic cutscenes.
• Ability to see the big picture and still be detail-oriented.
• Strong organization, analytical and troubleshooting skills.