Technical Artist
Technical Artist on a Virtual Production commercial shot on LED walls, responsible for building and optimizing the real-time UE5 environment used as the projected background across multiple shots. The city scene required developing custom shaders for architectural surfaces and set-dressing elements, alongside a procedural content generation system to populate the bridge and road traffic without manual placement overhead. Scene optimization was a continuous deliverable throughout production to maintain stable framerates on the LED volume.
Technical Artist
Designed and implemented the full real-time visual pipeline for DJ Dokku's live performance at Sala Razzmatazz Barcelona. The character mascot was rigged in Maya and integrated into UE5 alongside a custom pixel art shader built from scratch in the material graph: pixelization pass, Color LUT grading, vertex position wiggle to replicate PS1 geometric artifacts, and facial animation driven by texture swapping rather than traditional blend shapes. The result was a looping, music-synced real-time render projected live during the performance.
Game Designer & Programmer
Four browser-based mini-games commissioned by Prime Video Spain, each delivered within a four-week production cycle. Designed and engineered to sustain a minimum of 45 minutes of live-streamed content per session, which drove design decisions toward emergent reactability and replayable encounter structures rather than linear completion. The campaign was broadcast live by streamer Mayichi on Twitch.
Game Designer & Programmer
Interactive learning module designed and developed for the Moodle platform, packaged and distributed as a SCORM file. Built in Unity, the experience places students inside a navigable 3D domestic environment where they must identify and mitigate hazards that elderly individuals are likely to encounter at home. The project required integrating custom interaction systems, spatial UI and SCORM-compliant event tracking into a single deployable package aligned with the foundation's curriculum.
Game Designer & Programmer · Universitat Oberta de Catalunya
Prototype designed and developed for Crafting Fear: Theories of Horror in Game Design, Eduardo's Master's thesis at the Universitat Oberta de Catalunya. The project set out to systematically identify, implement and validate the mechanics and dynamics that amplify the horror experience in games, grounding each design decision in structured academic research. Findings were tested across multiple controlled playtesting sessions with dozens of participants, producing a documented body of evidence linking specific systems to measurable player responses. Responsible for the full design and programming of the prototype.
Game Designer & Programmer
Two prototypes with a shared focus on core systems architecture and game feel. Rise of Droids was a freelance commission to design and implement the foundational gameplay systems of a top-down shooter in active development: core mechanics, enemy AI behaviour trees and a reward system, built to serve as a playtest-ready vertical slice for the client. Bucky Away was developed as an instructional prototype for Game Design students at La Salle URL, demonstrating how to architect and tune polished mechanics inside a no-code editor, with a deliberate emphasis on feedback loops and game feel refinement.
Production Coordinator
Production Coordinator at B-Water Studios on Diddl, a multi-team animation production. Served as the primary point of contact between the client and internal departments, responsible for keeping workflow alignment across teams throughout the production pipeline. Managed planning, inter-departmental communication and delivery across both series and film formats.