May 17, 2015

Angry Birds Go!

Welcome to downhill racing on Piggy Island! Feel the rush as you fling those freewheeling birds and piggies down the track at breakneck speed in a thrilling race to the finish line! Get ready for twists, turns, and plenty of frenzied competition. The madness unfolds in single player challenges, and now - head-to-head local multiplayer. Ready, set, Go!!!

Game Info

  - Title: Angry Birds Go!
  - Genre: Racing, F2P
  - Platforms: iOS, Android, Windows Phone, Amazon, BlackBerry
  - Release date: December, 2013
  - Links: Official Website



Worked mainly as a gameplay programmer, maintaining and improving the game. Being part of the code team, I've worked in refactoring and maintaining the project's codebase over a proprietary engine coded in C++.

Working closely to designers to renew the UI and improve the user experience.

R&D over Free to Play games to help improve the monetization, brainstorming of new ideas and polishing and tweaking of the player's progress and metagame.

Implementation of new features as head to head races over local network, and adding new content and characters, as well as game modes.

Working with QA to ensure and maintain the quality of the game features through out 5 different platforms (iOS, Android, Windows Phone, Amazon Kindle and BlackBerry).

Helped porting the project to the latest core technology.
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September 3, 2013

Escape Sequence

No trial and error allowed. Evacuate. Now.

Escape Sequence is an FPS game made in a week for the 7DFPS game jam, that features a different kind of puzzle game where trial and error is not the best course of action. Among hundreds of games made during the 2013 edition, Escape Sequence is one of the most popular.

The goal is to reach the exit of each module of the station before it collapses. You must study the evacuation plan and remember the route to make it in time.

Game Info

- Title: Escape Sequence
- Genre: FPS / Action
- Platforms: PC, Web
- Release date: August, 2013
- Website:



 - Rock, Paper, Shotgun - The game was featured in the PC gaming website Rock, Paper, Shotgun on their article about the 7DFPS.
 - Unity3D official blog - Escape Sequence was also featured on the Unity3D blog on this post about the challenge.


 - Let's Play Escape Sequence by Shadefyre343:

Why this game?

Most games force "Trial and Error" behaviors in players. You can get through almost every game just by trying until something works. Even most puzzle games do that! Dying and respawning is basically trial and error.

My aim for the 7DFPS was to make a game where "Trial and Error" is no longer valid. Where if you rush to try to get through the game, you would find you can’t get to the end, no matter the number of tries. But maintaining some kind of challenge.

I've tried to remove every random, hidden and skill challenging mechanics, unfortunately I had to remove shootings too. Now you can get through the game or don’t. But don’t try.

In fact there is still some Trial and Error I couldn't remove, this is a game for God’s sake! :P


Escape sequence was developed with Unity3D engine, using C# as script language. I used 3D Studio Max and Photoshop to model and texture the corridors. The props are taken and modified from the Unity demo game "Angry Bots".

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June 5, 2013

Orc Attack: Flatulent Rebellion

Orc Attack is a third-person cooperative hack 'n slash for up to four players (local or online) overflowing with humor and flatulent rebellion. These orc warriors have been poisoned by the humans and claim their revenge using their explosive flatulence against them.

The game features a very polished combat system with RPG character evolution and lots of fun and crazy weapons, shields and magic helmets. It is developed for digital distribution in PC, PlayStation3 (PlayStation Network), and Xbox360 (Xbox Live Arcade).

Game Info

  - Title: Orc Attack: Flatulent rebellion
  - Genre: Action / RPG / Hack n' slash
  - Platforms: PC, Xbox360, PS3
  - Release date: -
  - Links: Official Website / Steam / Facebook


Video Teaser:



Worked as Gameplay Programmer in Casual Brothers Ltd. for more than a year, programming in C++ within a proprietary engine.

Implementing and assisting with the design of behavior of enemy character and bosses, mechanics, hazards, power-ups, weapons and collectibles.

Assisting the design and implementing the user interface, HUD and menus.

Create and program particle systems within the engine and effects to be used in game.

Read the SDK and TRC documentation for XBLA/PSN and helped with the requirements such as leaderboards or achievements.

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May 26, 2013

Writing for the indie-o-rama magazine

A couple of months ago I discovered this great online magazine: indie-o-rama. Since I was searching for an excuse to get into writing about video games regularly, I contacted the team behind it and offered them my services and eternal devotion. 

At first, my collaboration would center on writing articles about video game development targeting beginner developers. When writing I've tried to not to go into the subjects very deeply, but trying to tie connections between concepts in a general way, as when I was learning it was difficult to find this sort of information.

So after writing a couple of texts, I can say writing these kind of articles it's more difficult than it appears at first instance. It takes a lot of time and I make a lot of mistakes on the writing, but it's a funny and rewarding activity I recommend to everyone, just like making games!

I'm glad to contribute to the cause and help to get indie-o-rama to the top of the Spanish indie game magazines.

You have the link to the magazine up there, and you can find my articles under the Dev Lavde header - please note that they are all in Spanish.
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December 30, 2012

Super Pixel Mike

Super pixel mike is our latest Windows Phone game made with XNA. It mixes the Super Jumping Game with the Pixel Series' look, in an addictive and challenging platformer. The gameplay is very similar to Super Jumping Mike: an auto-runner platformer game. In this case the player has two possible actions: jump and boost.

It features two game modes: Color Mode with a NES style color palette and Portable Mode that emulates the Game Boy graphic mode.

Game Info

Title: Super Pixel Mike
Genre: Action / Platformer
Platforms: Windows Phone
Release date: December, 2012
Links: Official Webpage / Windows Marketplace


Sky Diver was developed using XNA framework for Windows Phone.




Concept and general gameplay design.

Level design, editing and testing.

Designed and implemented menus, user interface and general application flow.

Visual style and art theme definition, as well as pixel art of sprites, tiles, and backgrounds. Art and editing for particle effects.

General gameplay programming in C# and XNA. Also implementing and maintaining of tools, such as level editor and 2D Particle system editor in C#, .NET.

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