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Hard-Surface Texturing in Weapons Art:
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Introduction
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Saiga 12k Idea:
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References:
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Blocking:
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Hard-Surface High Poly:
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Hard-Surface Low-Poly:
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UVmapping
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Texturing
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Export
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Lighting
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Engines
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Jurassic Tycoon (Roblox Game):
Jurassic Tycoon was a video game in roblox in which I worked with RCK, in this project I did the modeling, texurized, optimization and level design of the environments.
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Programming: Program some objects and items inside roblox with LUA
Technologies and Tools
Engine: Roblox
Modelling: Blender
Texturing: Photoshop
post: Photoshop
Challenges and Key Learnings
It was the first time I worked outside of a known engine like unity, unreal or Source, but it is not very different to jump between engines, the most complicated thing was to program in LUA but as my role was not a programmer I did not need to program too much.
Gameplay Previews
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North face project (OpenGl):
I developed 3D content and a website for The North Face: The Global Warming Series, which showcased an exclusive collection of three suits designed for extreme climates. Each suit combines innovation and style to tackle future conditions: one for extreme heat of 62ºC, another for heavy rain and flooding, and a third for extreme cold of -72ºC, ensuring protection in the most aggressive environments.
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Game Design: Developed gameplay mechanics focusing on exploration and interaction to enhance player immersion.
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Programming: Developed the character controller and all in-game systems using C#, including interactive elements and game mechanics.
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Substance painter
post: Photoshop
Baking: Bakery
Challenges and Key Learnings
The first challenge was developing a game entirely on my own. This included everything from planning, modeling, level design, and playtesting to all the intricacies involved in game development.
Throughout the year-long development of my game, I learned a great deal, from programming in C# to integrating plugins like Bakery for lighting construction and creating shaders for vegetation. It was a long journey, but the experience and results were truly worth it.
Gameplay Previews
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Dog sim:
This game is a different game, made in 48 hours.
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Game Design: Developed gameplay mechanics focusing on exploration and interaction to enhance player immersion.
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Animations:
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Photoshop
post: Photoshop
Baking: Bakery
Challenges and Key Learnings
This game was a significant challenge as it was developed in just 48 hours in collaboration with my fellow developer, Daniel Santalla. We locked ourselves in a house for two days, fueled by nachos and coffee, to bring to life the idea of a fun game about a dog.
We implemented a custom shader inspired by Slug Life, modeled the environment using Unity's modeling tools, and then transitioned to Blender to create all the characters, animations, and effects. This intense experience taught us the value of rapid prototyping, teamwork, and creative problem-solving under tight constraints.
Gameplay Previews
Try It Out
The demo is available for download on Itch.io. Experience it here:
Feedback Welcome
I’d love to hear your thoughts! Whether it’s about the mechanics, art, or level design, your feedback is invaluable. Feel free to comment on this post or send me a direct message. Thank you for playing! 🎮
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Quetzi
Quetzi is the remake of a classic game mixed with millenary mythology and stunning art. Based on the Teotihuacan imagery, Quetzi will challenge you to complete the body of the Feathered Serpent through different worlds, sorting all kinds of obstacles and defeating mighty gods.
My Contributions
Project Manager: In this project I was project manager, I was in charge of directing the deliveries, the tasks of programmers, artists and scheduling meetings with the client.
Game Design: Develop multiple flowcharts on the operation of the game, also mechanics and mockups on the operation of mechanics that were not yet programmed.
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Implementación:Deploy artist assets, modify programmer code and create UI canvas for game windows
VFX y Animaciones:Most of the game's animations, bosses, bumpers and many in-game animations :D
Programming: Developed the character controller and all in-game systems using C#, including interactive elements and game mechanics.
Technologies and Tools
Engine: Unity
post: Photoshop
Challenges and Key Learnings
This project was quite a challenge because it was the first time I led a multidisciplinary team to make a game, although there were complications during the development, I learned a lot about teamwork, delivery times and management.
Gameplay Previews

youtube
Try It Out
The demo is available for download on Itch.io. Experience it here:
Feedback Welcome
I’d love to hear your thoughts! Whether it’s about the mechanics, art, or level design, your feedback is invaluable. Feel free to comment on this post or send me a direct message. Thank you for playing! 🎮
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Cozy Forest:
Visit a pocket land of cute animals, be friends and help it come back to life!
My Contributions
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Skinning and weight: weight
Animations: making animations and rigs
VFX: Some VFX
Technologies and Tools
Engine: Unity
post: Photoshop
Challenges and Key Learnings
In this project I had to help develop the system so that the characters use a single rig and a single animator controller in conjunction with libraries for sprites, animations and rigging
Gameplay Previews



Try It Out
The demo is available for download on Itch.io. Experience it here:
Feedback Welcome
I’d love to hear your thoughts! Whether it’s about the mechanics, art, or level design, your feedback is invaluable. Feel free to comment on this post or send me a direct message. Thank you for playing! 🎮
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Oculus Quest Experience:
Advergame created for Tequila Centenario.
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Game Design: Developed gameplay mechanics focusing on exploration and interaction to enhance player immersion.
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Substance painter
post: Photoshop
Baking: Bakery
Challenges and Key Learnings
The first challenge was developing a game entirely on my own. This included everything from planning, modeling, level design, and playtesting to all the intricacies involved in game development.
Throughout the year-long development of my game, I learned a great deal, from programming in C# to integrating plugins like Bakery for lighting construction and creating shaders for vegetation. It was a long journey, but the experience and results were truly worth it.
Gameplay Previews
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Virtual Reality Experiences:
Stadium virtual tour: With a team of 4, we created a virtual tour of different stadiums. This is all real-time Made In Unity for a comission.
My Contributions
Modeling: Designed and modeled nearly all game assets, including characters, environments, and props, focusing on high-poly model creation and low-poly modeling.
Texturing: I created different models and textured them based on the art specifications. Using Substance Painter, I developed PBR textures for export to environments like Blender and Unity, optimizing the textures by exporting them with channel packing.
Implementation:Being part of a small team, I was responsible for importing models into Unity 2021.1.7f1. This involved preparing assets for lightmap UVs, remapping materials, and verifying the export of normals.
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Substance painter
post: Photoshop
Challenges and Key Learnings
Gameplay Previews
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Axess By AXE:
AXESS by AXE is an app from AXE México that allows users to access events, win experiences, and play games
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Game Design: Developed gameplay mechanics focusing on exploration and interaction to enhance player immersion.
VFX: Created, implemented, and fine-tuned VFX with shadergraph
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Lighting: For mobile-optimized lighting, I used Bakery, implemented it, created shaders, and set up global illumination without using point lights.
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Substance painter
post: Photoshop
Baking: Bakery
Challenges and Key Learnings
The real challenge of this project was taking charge of the foundation so that programmers and designers could work effectively. My task involved designing the functionality of the environment, mini-game levels, asset importation, in-game optimization, lighting with Bakery, and some VFX.
Gameplay Previews
Try It Out
The demo is available for download on Itch.io. Experience it here:
Feedback Welcome
I’d love to hear your thoughts! Whether it’s about the mechanics, art, or level design, your feedback is invaluable. Feel free to comment on this post or send me a direct message. Thank you for playing! 🎮
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one way trip
"One Way Trip" is a short horror game with an approximate duration of 40 to 60 minutes per session.
My Contributions
Level Design: Designed the entire game flow from start to finish, ensuring a cohesive and engaging player journey.
Game Design: Developed gameplay mechanics focusing on exploration and interaction to enhance player immersion.
Audio Design: Created, implemented, and fine-tuned audio elements to bring environments to life.
Modeling: Designed and modeled almost all game assets, including characters, environments, and props.
Modular assets
Texturing: Crafted textures for every asset, ensuring visual consistency and style.
Programming: Developed the character controller and all in-game systems using C#, including interactive elements and game mechanics.
animations:
Technologies and Tools
Engine: Unity
Modelling: Blender
Texturing: Substance painter
post: Photoshop
Baking: Bakery
Challenges and Key Learnings
The first challenge was developing a game entirely on my own. This included everything from planning, modeling, level design, and playtesting to all the intricacies involved in game development.
Throughout the year-long development of my game, I learned a great deal, from programming in C# to integrating plugins like Bakery for lighting construction and creating shaders for vegetation. It was a long journey, but the experience and results were truly worth it.
Gameplay Previews
Try It Out
The demo is available for download on Itch.io. Experience it here:
Feedback Welcome
I’d love to hear your thoughts! Whether it’s about the mechanics, art, or level design, your feedback is invaluable. Feel free to comment on this post or send me a direct message. Thank you for playing! 🎮
0 notes