This is a summary of my game design and entertainment related projects.
- Game Industry
- Entertainment Technology Projects
- Game Design Class Projects
- Building Virtual Worlds
- Wild Pockets Game Jam
- Computer Engineering Thesis Collaborative Game
These are projects I’ve worked on for game development companies
I started at Sanzaru (developers of Sly Cooper 4) as part as the very small mobile group. Just in a team of 2 engineers we developed a Casual Hidden Object game for the publisher Big Fish Games. The game, Dark Quest, is currently out in Ireland and Canada, and will be released worldwide soon.
From November 2011 till May 2012, I worked on the game Uridium Wars. A social multiplayer game based on Dark Orbit, a very popular game in Europe by Bigpoint.
From June 2010 until November 2011, I worked as a Gameplay Engineer at Electronic Arts under the Play Label in the Sims Division.
I worked in several expansions being the last one: Sims 3: Pets Expansion Pack.
Before that, I participated in the development of:
The Sims 3 Generations
I worked as a Gameplay Engineer Intern at Schell games, in Pitsburgh, Pennsylvania. During my internship, I started and ended a six week long facebook game using the Unity engine called Dancebeat: A Dance game for the Hangout facebook virtual world.
I am worked on a Plugin and Play Console/Game. I programmed in C and C++.
(you can buy it here)
During the summer of 2009 I was an intern at Electronic Arts at Redwood Shores. I was hired by Tom Boyd to design and develop a browser-based game in Flash and PHP. I was given full responsibility and control over big part of the game. The team was composed of six people. The game has not been released yet, but during the summer I developed two prototypes for that game. The game is still in development, with no public release date yet. worked with Rich Hilleman, Chief Creative Officer of EA and designer of Madden Football.
This is a summary of semester long projects I’ve done while being a student at the Entertainment Technology Center at Carnegie Mellon University.
Depero Futuristi is a student team at Carnegie Mellon Universityâ€™s Entertainment Technology Center re-imagining Balli Plastici, the â€˜plastic danceâ€™ created by Italian Futurist Fortunato Depero in 1918. The marionettes used in the dance encapsulate the Futurist ideal of machinery striving to break free of human control. Our goal is to digitize Deperoâ€™s puppets and develop a toolkit anyone can use to create their own Futurist-inspired ballets. Our efforts will move the marionettes beyond mere appreciation, propelling them continually forward as living art.
I was a programmer and designer in this project, focusing in the development of UI, functionality and the fun of the of the toolkit.
Some press obtained with this project:
November 23, 2009: Digg.com
November 23, 2009: New York Magazineâ€™s Best of Performa
November 13, 2009: MeFeedia
November 11, 2009: Parsons Illustration Department Blog
November 11, 2009: Entertainment Technology Center Global News
November 6, 2009: TimeOut New York
October 1, 2009: Performa Arts Blog
Get in Line is an integrated queue entertainment system that allows guests in line to compete, collaborate and interact with each other using their cell phones on a large, shared screen.
Guests who play Get in Line games can earn points and achievements and track their progress online, turning venues into giant video games.
I was a game engineer and designer in this project, that was a continuation of a pitched project in 2008. I was really interested in the concept and re-pitched it with the original creators, and we developed 10 games or apps that were presented at the CMU carnival.
Some of the press that was obtained with the project
Thistles and Thorns | The Tartan on April 27, 2009
Creating “queue-munity” with Evil Genius Designs | Pop City Media on April 29, 2009
Get In Line games provide research data | The Tartan on April 20, 2009
Get in Line for Fun and Games | Carnegie Mellon University in April 2009
The project was successful, getting recognized in different ways, and currently it is a cornerstone for the company that the original creators are running: Evil Genius Designs.
During Spring 2009, I took the Game Design class taught by Jesse Schell. The objective of the class is to acquire the concepts and ways to improve on ideas and develop original games from scratch. For this class I have been developing several games, where I play tested them several times in order to get the maximum amount of fun and playability. These are some of the games I created:
We were asked to go freely and design a game. I teamed up with some designers and we came up with Super Trouble, a card based game, that is supposed to be funny and strategic. People can work against each other at the beginning, but have to work together at the end to survive.
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For an assignment for Game Design, we were supposed to create a Role Playing Adventure that lasted less than three hours. My adventure was called Black Portal, and its intention was to create enough suspense and fear on the players. The location of the game was a cave, and it had seven defined scenes, open to change on the course of the game.
As the second Game Design assignment, I created a Dice Game. This game mixed strategy, and luck. The main objective of the game was to fill a 10×10 squares board with their troops, but in every turn they had to put 4 of their troops (given by the dice throw) with different Ranks. The mix of ranks and certain cards that the players got after every turn, added a good strategy and balance that enabled the players to have fun.[Gallery not found]
You can download my report here
As the first Game Design assignment, I had to take the game of Hopscotch and transform it into something new that either solved problems of the original game, or just made it different. I took a technological way and created a paper prototype that enabled me to test the game several times. The mechanic of the game was to form color patterns in order to advance, but every step on the board changed the color to a new one.
You can see some pictures of the play tests:[Gallery not found]
You can download my report here
In order to get a recollection of the mechanics and experiences I lived, I constructed a toolbox that contains more than a hundred games I’ve played since I was a child. From playground games, card games to console games. You can download my toolbox here.
In Fall 2008, I was a student of Building Virtual Worlds class taught at the Entertainment Technology Center at Carnegie Mellon University. My role consisted on being a modeler, but since I have a background in computer science I helped doing game design and game programming. I helped creating algorithms, coding levels and making decisions in game design. I used several platforms such as Head Mounted Display, Jam-O-Drum and Beyond Question. Some of the games in which I participated as modeler (3Ds Max), texture artist and programmer were:
This experience had acting involved, and it was created to become part of the Building Virtual World show. I was the modeler and helped with some programming. I writed some of the script, as well as designed part parts of the environments and interactions. I also acted as one of the main characters as well as edited the commercial en Adobe Premiere.
A psychological experience about a man dying in the operating room, who needs to save his son, and does the biggest sacrifice. This game used a Head Mounted Display to immerse the guest into a discomforting and stressful environment. In this game, I modeled the environment and characters, and helped texturing some of the scenes. I also helped programming some of the lighting effects.
A succesful attempt to make an 18 player, real time multiplayer game on one screen. It used the Beyond Question platform, to allow the guests to build 9×9 puzzles. It requires a lot of cooperation between the players, and it makes it a lot of fun. I switched roles and did all the texture art for this game, and I also assisted programming some algorithms for this game.[Gallery not found]
This game is a cinematic experience based a story, that tries to be compelling on the viewers. It is a Head Mounted Display experience, which led the audience through a story with a twist. I modeled all the environment, and I modeled and animated a complete human character, with lip sync, blinking, walking and gestures.
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This game is a soccer game in space using the Jam-O-Drum platform. Its control are really simple, but it intended to create an exciting four player experience. It was based on teams of two, that can steal, boost and shoot goals. I modeled all the environment, spaceships and asteroids, and helped texture some of the models.
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I participated in a team on Wild Pockets Game Jam. It consisted of a 24 hours game development marathon, in which we had to design and develop a game in the Wild Pockets Platform.
Our team developed a physics based game called “Happy Happy Doom Fall”. Its about a little cat that needs to reach safety, after he finds himself stuck in the top of a group of cubes. We obtained the 3rd Place in this competition. The experiences was stressful, because of a fairly new and untested engine, but overall it was something to remember.[Gallery not found]
You can play the game HERE
As my engineering thesis project, I worked with professor Luis Guerrero in order to do research about collaboration in the classroom, and how it could improve learning. To use this information, I created a game that allowed kids to learn in a group and the teacher to actively participate creating content, and monitoring several groups.
This project was a collaborative chemistry game for high school students. It was made as a thesis project in 1 semester. It was created for pocket devices using .NET compact framework It included a PocketPC collaborative game and a Teacher software for monitoring the sessions.
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