WeFarm: More Than Farming


Want to grow your own farm, feed animals, make new friends and explore a stunning, wacky world? Then play WeFarm – it’s much more than just a farming game!

Let the adventure begin - farming has never been so fun! Harvest the crops on your land and build up and customize a neglected farm. Begin an adventure of a lifetime with your pets, explore Woodland Springs, collect useful items and craft them to help you harvest your land, tend to your animals and all your other farming needs!

I joined this project as it was already in development and worked on features both on the front and on the backend. Eventually, my focus in the project became implementing procedural generation logic for the game maps, and implementing Unity Editor tools to allow for the design team to configure it.

Company: Bigpoint
Languages: C# (Game and tools), Java (Backend)
Technology used: Unity
Platforms: iOS, Android
Released in: 2019


Looney Tunes: World of Mayhem


Build teams with your favorites toons and take down your enemies with iconic pranks and gags! Use classic cartoon rivalries and get bonuses when you defeat an iconic foe, like Sylvester vs. Tweety or Road Runner vs. Wile E Coyote.

Battle with turn based strategy and cartoon combat! Characters unleash slapstick attacks on their enemies, so you can drop an ACME safe on Daffy’s head or defeat Elmer Fudd with a giant Anvil!

I joined this project as a lead in the Admin Tool subproject, a web-based platform used to balance and configure the game. There I was responsible for developing the front-end architecture of the tool and lead a team of three programmers.

After a few months, I was transferred into the Unity client team, leading two development tracks that totalled 11 programmers. I was responsible for helping the development of the skill-system architecture, bridging communication between the client team and project management and the other tech teams. I occasionally helped with minor automation features.

Company: Aquiris
Languages: C# (Game and tools), Groovy / Javascript (Admin Tool)
Technology used: Unity, ReactJS
Platforms: iOS, Android
Released in: 2018


Horizon Chase


Horizon Chase brings back the graphic context of the 16-bit generation and creates a style that is inspired in the past without letting go of its contemporaneity. The apparent polygon and secondary color aesthetic accentuate the visual beauty of the game, resulting in a unique and harmonic atmosphere. You’ll feel the retro soul of the game on a completely modern body.

I joined Horizon Chase in a transition period and was tasked with building upon the existing system as the development team went through changes. Using custom editors in Unity, I extended a lot of the functionality of the track editor for the game. Besides integrating Game Center and Google Play plugins for achievements, I also implemented native plugins for cloud saving for both platforms.

A couple of years after I left the project, Horizon Chase was further developed into a PC/Consoles version called Horizon Chase Turbo with extra features which was released in May 15th, 2018.

Company: Aquiris
Languages: C# (Game and tools), Objective-C (iOS plugin), Java Android (Android plugin)
Technology used: Unity
Platforms: iOS, Android
Released in: 2015


CN Superstar Soccer: Goal!!!


Become a soccer superstar with your favorite Cartoon Network characters in Superstar Soccer: Goal!!!

Play as one of 16 different captains from your favorite Cartoon Network shows like Adventure Time, Steven Universe, Regular Show, The Amazing World of Gumball, We Bare Bears, Clarence and Uncle Grandpa.

I was added to the team very late in development and was responsible mainly for integrating Game Center and Google Play platform plugins into the project.

Company: Aquiris
Languages: C# (Game), Objective-C (iOS plugin), Java Android (Android plugin)
Technology used: Unity
Platforms: iOS, Android
Released in: 2014


Spooklands


Spooklands is a survival one-finger shooter for mobile devices. In Spooklands, you must master the control scheme and survive the nightmare hordes in three scenarios: Amazonia, Spider’s Nest and Necropolis. It’s a recoil based control, where you tap to shoot in the direction you want, and that also sends you moving backwards.

A step up from Luderia’s previous title, Spooklands used the much more robust cocos2d-x framework on top of Marmalade SDK. The project was also much more data-driven – waves of monsters were put together by our game designer in a simple Python tool that serialized all the data to protobuf files. The game also had achievements and high score boards integrated through Game Center and Google Play.

Company: Luderia
Languages: C++ (Game), Python (Tools)
Technology used: Marmalade SDK, cocos2d-x, Box2D
Platforms: iOS, Android
Released in: 2014


Flap In Time


Flap in Time is a twisted Flappy-like game for those looking for a fresh challenge! Master the physics behind your flapper’s jump to make them come out alive of every scored point. Every time you reach a gap, you must flap in time along with a timeline, placing jump markers where your character should jump, in order to survive. A new character is unlocked every 10 points!

This game was developed for the Flappy Jam and was the first project done in Unity by the Luderia team, targeting the browser game market. One big drive was the collectible aspect of the game, which rewarded you for getting far with new playable monsters. The theme song was composed by me.

Company: Luderia
Languages: C#
Technology used: Unity
Platforms: Web (Kongregate, Crazy Games)
Released in: 2014


Battle Rides: Duel


A post-apocalyptic fight to the finish between two cars and a variety of weapons, inspired by such works as Vigilante 8, Twisted Metal, Micro Machines and just a dash of Mad Max. Experience competitive skill-based gameplay with a local multiplayer scheme for two players on the same tablet.

Battle Rides was the first project developed by Luderia, the indie studio that I co-founded. As the sole programmer, it was my responsibility to decide on the technologies used based on our constraints. I also implemented an Arena editor that was used as the main level design tool in the project, as well as the custom XML parser to load the arenas into the game.

Company: Luderia
Languages: C++ (Game), Java SE (Tools)
Technology used: Marmalade SDK, IwGame by DrMop, Box2D
Platforms: iOS
Released in: 2013