Mystery of Mount Puma (Misterio en la Montaña Puma)
Mystery of Mount Puma is a 2D Narrative Adventure prototype where players take on the role of a reporter investigating local myths about strange puma sightings on a legendary mountain. This project focuses on choice-driven gameplay, where player decisions directly impact the narrative and lead to multiple outcomes.
Key Technical & Design Contributions:
Branching Narrative System: Engineered a decision-making framework in C# that tracks player choices and triggers different story branches and events.
Dialogue & Interaction Logic: Developed an interactive dialogue system designed to handle complex narrative flows and character interactions.
2D Environment Design: Created a cohesive visual experience using Unity's 2D tools, focusing on atmosphere and level progression to support the investigation-based gameplay.
Cultural Storytelling: Integrated local folklore into the game’s core loop, translating traditional myths into engaging interactive mechanics.
Current Status:
The project serves as a functional prototype showcasing my ability to build narrative-intensive systems and manage the logical complexity of player-driven stories.
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Investigación Macabra – Metro de las Sombras
Investigación Macabra is a 3D Survival Horror Shooter prototype set in a dark, reimagined version of the abandoned subway stations in Santiago, Chile. The game follows a detective investigating mysterious disappearances, only to encounter supernatural entities hidden in the depths of the city.
Key Technical & Design Contributions:
Systems Programming: Developed the core survival horror mechanics, including a first-person shooter (FPS) system, inventory management, and interaction logic.
Environmental Storytelling: Implemented a narrative system where the plot is revealed through collectible journal entries and environmental cues, creating a deep sense of immersion.
Level & Atmospheric Design: Engineered a claustrophobic and tense level layout, utilizing dynamic lighting and sound triggers to enhance the horror experience.
Collaborative Development: Acted as the Lead Programmer and Designer, collaborating closely with a dedicated 3D artist to integrate custom assets and ensure a cohesive visual and technical experience.
Current Status:
The project serves as a highly atmospheric technical demo, showcasing my ability to build narrative-driven experiences and solid 3D combat systems within Unity.
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VR Industrial Safety Simulator
This VR Industrial Simulator was developed to provide a safe and immersive environment for technical training and safety procedures. Using Unity and the XR Interaction Toolkit, I built a functional prototype designed to replicate real-world industrial challenges and safety protocols.
Key Technical Implementations:
Physics-Based Interactions: Developed a precise grabbing and tool-handling system using C# to ensure realistic feedback during procedures.
Procedural Logic: Implemented a State Machine (FSM) to manage step-by-step safety sequences, ensuring that users follow the correct protocols to progress.
Collision & Trigger Systems: Engineered a robust detection system for industrial equipment, preventing "ghosting" and ensuring accurate object placement.
Current Status:
The project serves as a functional technical demo, showcasing my ability to translate complex real-world workflows into intuitive virtual experiences. It is currently optimized for PC-VR and standalone headsets.
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Project Description: Last Bastion
Last Bastion is a strategic Tower Defense game currently in active development for an upcoming commercial release. The core gameplay challenges players to defend a town against increasingly difficult waves of enemies by strategically managing gold to build and upgrade defensive structures.
Key Features & Technical Implementation:
Strategic Economy: Developed a balanced gold-based system for building and upgrading towers to ensure a challenging survival experience.
Optimized Systems: Implemented Object Pooling for enemies and projectiles to maintain high performance during intense combat.
Modular Architecture: Used ScriptableObjects to efficiently manage tower stats and enemy types, allowing for rapid balancing and content iteration.
Current Status: The project is in the final stages of development. While currently utilizing placeholders for art, I am focused on finalizing the remaining level designs and polishing the core game loop for its official store launch.