About
Stats
Class
Technical Artist
Degree
Engineering Sciences Bachelor. La Serena University
Lore
Passionate about video games since the 16-bit era. I am constantly pushing my boundaries to learn as much as I can.
I have an engineering background and I specialize in programming and technical art.
I have an engineering background and I specialize in programming and technical art.
Work Experience
Present
Eidos Montréal
Technical artist. Look dev. Characters & Environment Shaders. Tooling & data analysis.
2021-2022
Square-Enix Montréal
Technical artist for mobile games.
2020
Spoonman Games: Mobile Unity Developer
Develop, maintain and deploy the front end for an unannounced mobile game made with Unity.
Programming Languages
C#
HLSL
C++
Python
TypeScript
Shaders & VFX
Editor Tools
COLOR MANAGER
This is a simple yet powerful color management solution for Unity. It allows you to create color palettes as Scriptable Objects to bind swatches to any shader color property to any number of materials.
RPG ENGINE EDITOR
This tool manages the entire database for a Tactic RPG game. It includes the creation of generic skills, classes, skill trees, skill effects and characters.
This engine leverages C# Reflection to create data types at runtine in the Unity Editor in order to bind and serialize abstract classes implementations.
Also, reflection is used to take advantage of the built in UIElement enumField generating enums at runtime.
This tool also implements custom UXML elements such as modal windows, tabs, and a low level CG API based grid.
This engine leverages C# Reflection to create data types at runtine in the Unity Editor in order to bind and serialize abstract classes implementations.
Also, reflection is used to take advantage of the built in UIElement enumField generating enums at runtime.
This tool also implements custom UXML elements such as modal windows, tabs, and a low level CG API based grid.
RAY MARCHED TERRAIN EDITOR
Non destructive terrain editor that uses Ray marching, Compute Shaders and BVH optimizations
GRASS PAINTER
Terrain tool that uses procedural indirect rendering
MESH BASED LEVEL EDITOR
This tool allows the user to create levels baked into a single mesh, reducing the draw calls. It supports sculping in a quad topology, multi material mesh. And paint the UVs based on a tile map.
This tool also provide an API to access to every tile based on an XZ coordinate system. This way grid based games can be built on top of it.
This tool also provide an API to access to every tile based on an XZ coordinate system. This way grid based games can be built on top of it.
BLOCK BASED LEVEL EDITOR
This tool allows the creation of more complex levels using prefabs as single blocks and connect them throught a graph. The graph is generated automatically but each node can be set manually using scene handlers.
PROCEDURAL GEOMETRY GENERATOR
This tool was created as a solution for the problem of opening a 3D modeling software every time a simple mesh is required.
It suppots ring based geometries and Icospheres. It also supports seam and seamless UV mapping as well as a custom vertex color gradient.
It suppots ring based geometries and Icospheres. It also supports seam and seamless UV mapping as well as a custom vertex color gradient.
RoJo Animator
RoJo Animator is a tool created to make UI, transforms and Materials animations. It catches Unity EventSystem events and can detect current material's properties in order to animate them as will.
Mesh Spline
Mesh Spline is a pluggin for the asset BGSpline that allows to create meshes along a bezier curve. It also provides and API to set extra information to the UV and color channels.
Released Personal Projects



Domina C# y Unity 2018 desde cero creando un RPG ACTION
Platform:
Udemy
Release date:
September 2018
Description:
In this course I cover the basics of C# and Unity to create the core mechanics of an action RPG.
Personal Projects
Untitled adventure game
Platform:
PC
Description:
Procedurally generated adventure game, currently in development
Dwarfgeons from the future
Platform:
PC
Description:
Rogelike Tactical RPG heavily inspired by Final Fantasy Tactics. The main challenges for this project were:
Creation of an Editor Engine
- Creation of an editor and scriptableObject based database for skills, classes, characters, effects,etc.
- Laverage C# Reflection for UI and binding.
- Custom UIElements UXML components such as toggle views, modals and grids using low level CG API.
- Creation of a node based editor for skill trees.
Game Logic
- A* and flood-fill algorithms implmenetation.
- Multi-layered finite state machine for game flow.
- Heavy useage of SOLID principles and design patterns.