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Projects

Generating volumetric data from a three-dimensional surface.
This was my final degree project. By that point, I already had a strong interest in computation and graphics processing. At the time, I became particularly interested in volume representation in computer graphics, especially after I started reading …
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A simple algorithm for rendering volumetric data.
Following my Bachelor’s Thesis on 3D mesh voxelization, I continued exploring volumetric rendering methods. One such method is the marching cubes method, which consists of dividing the rendering workload into blocks of 8 voxels (a cube) that …
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Porting an open-world RPG to Switch.
One of the projects I participated in during my time at Catness Game Studios was the Nintendo Switch port of the video game Xuan Yuan Sword VII. The project was already underway when I joined, and my main tasks involved visually adapting the game for …
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A VR Game port with limited hardware.
This Quest 2 and Quest 3 port was one of the most technically complex projects I have ever undertaken. Not only was it my first time working in VR—which forced me to learn a vast array of new techniques and concepts—but I also had to meet the strict …
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Cloud rendering using raymarching techniques.
Raymarching is a very powerful technique that can be used not only as a basis for rendering objects, but also to create various special effects, especially those involving volume rendering. I made this project to understand the basics of the …
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Porting a game to multiple platforms.
This was my first professional project directly related to the video game industry. My role involved supervising and correcting graphical issues arising during the porting process, as well as maintaining performance across all platforms (PS5, PS4, …
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A practical application of augmented reality.
During my internship, I designed and developed—alongside two other people—an augmented reality museum experience using the Vuforia SDK in Unity for the Mora de Rubielos Town Hall. The project was part of a cultural initiative aimed at showcasing the …
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A stylized PBR post-processing shader for Unreal Engine 5.
I have always been drawn to games that experiment with non-standard art styles. I remember being amazed by the visuals of Borderlands, or the Ultimate Spider-Man on PS2. In recent times, this effect has been acquiring increasingly higher levels of …
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Automation of character optimization
An Unreal Engine plugin that provides tools and methods to automatically manage various optimizations for Character actors and their components. It is primarily focused on optimizing entities with complex behavior and/or animations, with the main …
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Creating complex visual effects in Unreal Engine.
To learn how to use the basic VFX tools of UE4, especially Niagara, I decided to make this small project that allows using some of its more advanced capabilities, such as the ability to read from the GBuffer or using meshes to distribute particle …
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A shader colection for snowy biomes.
This was one of the first times I experimented with shaders, and it was the project that sparked my passion for real-time rendering. The collection consists of two shaders. The first allows for the generation of snow surfaces on objects based on a …
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A proprietary particle system entirely managed by the GPU.
I developed this project as a way to learn how Compute Shaders work, with a view toward their subsequent use in the Marching Cubes project. At the same time, it allowed me to explore the GPU’s capabilities for processing tens of millions of …
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A proprietary particle system entirely managed by the GPU.
Ever since I played the renowned Portal as a young kid, I was obsessed with the idea of portals and the paradoxes they entail, as well as their ability to transform conventional Euclidean geometry into something much more interesting from a gameplay …
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Creating complex visual effects in Unreal Engine.
Machine learning has seen a spectacular boom in recent years. There is much talk about the techniques that enable Generative AI, especially in its text, image, and video varieties. One of the fields that interests me most personally is its use in …
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Technical demo where I integrate several tools.
In this project, I integrated the Portals and Lasers projects into a small playable experience. You can watch the full gameplay below.
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A visual effect with integrated logic for Unreal Engine 4.
This project was my starting point for learning the basics of Unreal Engine 4 as a self-taught developer. It involved several engine elements, such as materials, particle effects, code, and collision systems, making it ideal for getting started with …
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A model-view-controller Android project.
I developed this project during my university studies. It was part of a course where we learned the basic concepts of Android programming and the model-view-controller architectural pattern. The type of game I wanted to create was a dungeon crawler …
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