Selected Projects

PROJECT :: IMPALA_FILMS__VIRTUAL_PRODUCTION
Technical Artist Unreal Engine 5 PCG HLSL Virtual Production Lighting

Virtual Production Commercial · Impala Films

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.

  • Developed custom material shaders for city surfaces using HLSL and UE5 material graph
  • Authored PCG graphs to procedurally distribute bridge structure elements and vehicle traffic
  • Performed scene optimization passes: draw call reduction, LOD setup, culling and asset auditing
  • Handled set dressing and composition of the full city environment
  • Coordinated directly with the production team across multiple shot iterations
PROJECT :: DJ_DOKKU__SALA_RAZZMATAZZ
Technical Artist Unreal Engine 5 Maya HLSL Rigging Shaders Live Performance

Live Performance Visuals · DJ Dokku at Sala Razzmatazz

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.

  • Rigged the low-poly character mascot in Maya, accounting for topology constraints at minimal polygon count
  • Developed the pixel art shader pipeline in UE5: pixelization, dithering, Color LUT and PS1-style vertex wiggle
  • Implemented facial animation system via texture swapping on the material graph
  • Authored looping camera animations synced to a reference audio track
  • Delivered three final looped clips ready for live projection
PROJECT :: SLUMBER_PARTY_GAMES
Game Design Programming GDevelop Unity C#

Prime Video Mini-Games · The Boys, Invincible, El Internado & Fleabag

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.

  • Architected and implemented all core gameplay systems from scratch: physics interactions, enemy logic, progression and win/lose conditions
  • Primary client contact throughout production: scope definition, iterative builds, feedback loops and delivery
  • Built custom level-authoring tools inside the engine to standardize and accelerate level creation across titles
  • Designed, composed and integrated all audio (SFX and music) directly into the engine pipeline
  • Contributed to additional art tasks across the four titles
PROJECT :: PERE_TARRES_FOUNDATION
Game Design Programming Unity Education C#

3D Immersive Quiz for Pere Tarrés Foundation

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.

PROJECT :: CHIRALITY_THE_FIRST_JOURNAL
Game Design Programming Unity Master Thesis C#

Master Thesis · Chirality: The First Journal

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.

PROJECT :: RISE_OF_DROIDS__BUCKY_AWAY
Game Design Programming GDevelop Freelance Teaching

Freelance Commissions · Rise of Droids & Bucky Away

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.

PROJECT :: DIDDL__B-WATER_STUDIOS
Production Coordinator Animation Pipeline B-Water Studios

Animation Production · Diddl at B-Water Studios

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.

Technical Artist