about

Who am I?

Hi!
I'm a Game designer focused on making satisfactory experiences, my main goal is to make users feel good through the design and game feel of my games.
I enjoy playing videogames as much as making them. They are my passion and my dream and I’m determined to make them into a reality.

Work

Work

CATOGRAPHY

A collectathon platformer, with a cute and cosy aesthetic filled with cats.

My contribution to the project:

- Pioneered a compelling blend of Collectathon and Slow game elements, infused with a charming aesthetic.
- Designed and implemented game feel with advanced techniques like Coyote time, input buffering, and snappy custom movement for a responsive and immersive experience.
- Focused on the physics character controller, achieving an intuitive and enjoyable character interaction.
- Collaborated with a multidisciplinary team, facilitating effective communication and alignment with project goals.

Work

Los sanmis

Small game about collecting cute little creatures and keeping them alive from hazards until the finish line.

My contribution to the game:

- Led the design of core game features for an engaging jam game, achieving 2nd place in a competitive weekend event.
- Spearheaded UX and character controller design, implementing feedback loops for enhanced game feel and player satisfaction.

Work

Project socket

PROJECT SOCKET is a small multiplayer game, where cooperation between two players is key, as both players will need to help each other to overcome the challenges they stumble upon.

My contribution to the game:

- Crafted a cooperative multiplayer game, designing mechanics that emphasized team play and mutual problem-solving.
- Developed a progression of engaging challenges, utilizing level design skills to enhance player journey and enjoyment.
- Designed and implemented movement features for the character controller, employing creative solutions to ensure a smooth and dynamic play experience.

Work

Ludum Journal

A videogame related online magazine.
Focused on game and level design for beginners and for more seasoned developers

My contribution to the project:

Founding member & editor

Work

Flaming fury

Fun & fast arcade game about advancing through levels while destroying all the enemies.

My contribution to the project:

I focused on making the game feel good and the level design.

Experience

Experience

Petoons

Game/Level designer
Focused on game & level design, documenting new features testing, giving feedback, balancing & technical design

Worked for projects like:

- Curse of the Sea Rats
- Bratz: Flaunt your fashion
- Peppa Pig World Adventures
- PJ Masks Power Heroes Mighty Alliance
- Dracamar
- Barbie Horse Tales

Experience

Knowmad mood

QA Tester

Worked for projects like:

- Led a QA team and defined testing strategies in complex, fast-paced environments, ensuring high-quality releases aligned with user experience standards
- Drove end-to-end quality assurance processes, from test planning to defect resolution, improving product stability and performance
- Collaborated closely with developers and product stakeholders in Agile workflows to deliver polished and user-focused features
- Specialized in exploratory and functional testing, identifying edge cases and improving overall quality
- Strongly focused on user experience and product quality

Curse of the Sea rats

My work:

Game design & QA
- Contributed to game design decisions by providing structured feedback on gameplay mechanics, pacing, and player experience
- Designed and iterated on gameplay elements including balancing, difficulty curves, and core systems to improve engagement
- Collaborated closely with designers and developers to refine features from concept to implementation
- Led player-experience-focused testing, identifying friction points and proposing design improvements
- Combined QA and design perspectives to enhance usability, game feel, and overall product quality

Bratz: Flaunt your fashion

My work:

Game design
- Owned the full design and development of a DLC, from initial concept to final implementation, defining gameplay features and player experience
- Designed and balanced new content and gameplay mechanics aligned with the game’s core design vision
- Collaborated closely with developers, artists and producers to translate design ideas into functional in-game features
- Drove iterative improvements through hands-on testing, feedback, and refinement of gameplay systems
- Produced clear design documentation for new features, ensuring consistency between creative vision and technical execution

Peppa Pig World Adventures

My work:

Game design & QA
- Supported implementation of new features by validating functionality and providing design-oriented feedback
- Delivered actionable feedback on mechanics, UX, and flow, helping refine the overall game design
- Performed structured testing while identifying opportunities for design improvements and usability enhancements
- Collaborated with cross-functional teams to align feature implementation with both quality standards and design intent

PJ Masks Power Heroes Mighty Alliance

My work:

Level Design & Game Design
- Designed and developed engaging levels using structured level design frameworks such as Rational Level Design
- Crafted gameplay experiences focused on pacing, player guidance, and progression to enhance engagement
- Implemented and documented multiple gameplay features, ensuring alignment between design intent and in-game behavior
- Iterated on level layouts and mechanics based on testing and player experience feedback
- Collaborated with multidisciplinary teams to integrate level design seamlessly with core gameplay systems

Monster High: Skulltimate Secrets

My work:

Level Design & Game Design
- Designed level blockouts using Rational Level Design principles, ensuring clear player guidance, intuitive navigation, and cohesive progression
- Developed and evolved core gameplay mechanics across levels, introducing, reinforcing, and expanding them to create engaging player experiences
- Created and refined player abilities and platforming systems, aligned with the game’s core vision and technical constraints, ensuring consistency, cohesion, and an engaging player experience
- Focused on pacing and mechanic progression, ensuring a smooth learning curve and consistent gameplay evolution
- Collaborated with the team to align level design, mechanics, and overall game feel with the project’s core design vision

DRACAMAR

My work:

Level Design & Game Design
- Created early level blockouts to establish gameplay flow, spatial layout, and core player experience
- Prototyped and defined initial gameplay mechanics, shaping the foundation of the game systems
- Contributed to the overall game vision, aligning mechanics and level design with the project’s creative direction
- Established the core gameplay loop and design pillars during early production stages
- Designed and developed the “gym” area as a key gameplay space, setting standards for level structure and player progression

Barbie Horse tales

My work:

Level Design & Game Design
- Defined core player experience, focusing on movement, game feel, and overall interaction quality
- Designed and tuned movement systems by adjusting gameplay metrics to achieve responsive and satisfying controls
- Created and developed the “gym” area as a key space for player learning, testing, and progression
- Contributed to level design and overall game feel, ensuring cohesion between mechanics, environment, and player expectations
- Iterated on gameplay through continuous testing and refinement, aligning experience with the game’s vision and target audience

Personal

Personal

Personal work

Some fun layouts and levels I did as a concept for CATOGRAPHY :)

Contact

I like to live under the philosophy of: Juice it or lose it.