Adepts Arena

An innovative fantasy physics-based FPS — we’re also bringing our vision to VR.

I worked on the Alpha assembly and the implementation of the logic in Unity, adapting to the tools created by the programmers and reporting the detected bugs. 

 
 
 

UnderCover

As a level designer at Sigtrap, I created immersive combat experiences and challenging levels. I prototyped and scripted mechanics to ensure smooth gameplay. Implemented enemies, weapons and items while respecting the game’s vision. Integrated consistent narrative and progression into each level. Performed extensive testing to improve quality and engagement.

 
 

Echoes of the Core is a third-person platformer that takes you deep into the planet. Step into the shoes of the Traveler, a young man born under the rule of the Brotherhood of the Eternal Core, a secret society that for generations has protected the hidden power that once transformed entire civilizations.

Your mission is to undergo the Trial — a descent into the very depths of the planet — and prove your worth to obtain this hidden power before the Brotherhood. However, this won’t be easy: along the way, you will face countless challenges and tests that will determine whether you are worthy of such immense power.

As the Traveler ventures deeper into the abyss, he will uncover what truly happened to the ancient civilizations and why they mysteriously vanished without a trace.

The truth lies within the Earth’s core, where ancient civilizations forged their empires far from the surface. Your destiny is written — face adversity and become the hero of the prophecy.

2D map​

Mission

Mission design with multiple routes and free-style gameplay.

I designed a mission focused on the player’s freedom of choice, where every decision – from exploration to combat – influences the development and difficulty of the experience. The level begins with a narrative introduction and covert tutorial that establishes objectives, parkour mechanics and verticality.

The environment is structured in interconnected zones with multiple entrances and routes: rooftops, interiors, sewers and streets, always offering at least one undetected “ghost” option. The player’s decisions – total stealth, lethal stealth or direct action – affect the number of enemies and the behavior of the environment in the following areas.

The final objective, an assassination, can be executed in different ways, adapting to the chosen style. The design encourages replayability, rewards observation and strategy, and makes the player feel like a true assassin with mastery of space.

 

Ground Zero

Level designer

Diseño de un laberinto utilizando el temple de Unity. 

Video del laberinto creado en Unity GroundZero. Si quieres jugar dale al boton de abajo.

Go animls

Go Animals es un juego de cartas para móviles en el que los jugadores coleccionan, intercambian y compiten con animales de todo el mundo.