Hi! I’m Èric, a game developer that loves creating games!
In Gothic 1 Remake, the Kingdom of Myrtana has been invaded by an implacable horde of orcs. King Rhobar II, in need of a large quantity of magical ore in order to forge powerful weapons, operates the Khorinis mines with all available prisoners.
Dynamic Parkour System – 2021
Team Size: 1
Role: Locomotion / Gameplay Programmer
Dynamic Parkour System is a FREE plugin for Unity that allows anyone to import any model and have an already working controller with parkour capabilities like in Assassin’s Creed and Uncharted games. This package is fully customizable with its own Character Controller, being really easy to configure and fast to use. It has the possibility to choose between some already build-in Parkour Actions.
I developed several systems such as the IK System to position the limbs of the player in the according surfaces, Vaulting System to detect obstacles and surpass them, Predicted Jumping System that looks for targets to land and perform an autoajustable jump, and the Climbing System that allows the player to climb all type of surfaces through ledges.
The Witcher: Ties of Destiny – 2020
Team Size: 29
Role: Engine / Gameplay Programmer, VFX Lead, QA Tester
The Witcher: Ties of Destiny is a 2 Player Coop Hack n Slash game, based on The Witcher Series, where you will play as Geralt and Jaskier to defeat all enemies that dare to face you. Developed by Broken Gem Studios with our own OpenGL Game Engine coded from scratch in C++.
I was in charge of implementing the Physics in the Engine while creating some tools needed for the game programmers. Also, I managed the VFX team creating all particles needed for the game, making some by my own for the enemies, bosses, characters, and environment. As gameplay programmer, I coded in Lua the breakable props and droppable chests, the final credits scene and done several QA test sessions during the development of the game.
Arctic Brawl – 2020
Team Size: 4
Role: Gameplay / Network Programmer, Game Designer
Arctic Brawl is an online multiplayer 2D shooting-platformer game from 2 to 4 players. The players will have to kill each other on every round until one gets victorious
I was in charge of designing the main idea of the game and main mechanics, while programming the network side with PUN2 library in Unity. I developed the gunplay mechanic and all multiplayer events to sync through all clients.
Mercury Engine – 2019
Team Size: 2
Role: Engine Programmer, UI Designer
Mercury Engine is a 3D Game Engine fully developed by 2 students in 4 months from scratch, with OpenGL, C++ and other libraries such as SDL, DeviL, Assimp, and ImGui. The Engine allows to import 3D models with the resource manager, modify the transforms, assign textures to the mesh, camera culling the AABBs of the models, store the 3D scene created, thanks to the file system and an animation subsystem to play animations on rigged models.
I was the lead programmer, I worked on the drag and drop with the resource manager to import the models, hierarchy, debuging tools, space partitioning, camera culling, profiling, UI and most of the animation subsystem.
Police Station Simulator – 2019
Team Size: 2
Role: Game Designer, Gameplay Programmer
Police Station Simulator is a simulation of God Game developed with Unity, where you will have to order your patrols and make them work to ensure the safety of the citizens, by investigating cases and arresting the criminals. But be careful, at night, some of them will try to escape. You will have to manage your station and help your officers to accomplish their duty.
I was the lead designer and lead programmer, I designed and programmed the whole game, its mechanics, environment scripting and characters AI and its behaviours.
Cursed Heaven – 2019
Team Size: 5
Role: Gameplay Programmer
Cursed Heaven is an Isometric dungeon crawler game made with our own custom 2D Engine made with SDL2 and C++. The player will be able to choose between two different heroes, to face this challenging adventure around the realm of the floating islands. Explore, fight, collect items, build your character… There’s a lot to do in Cursed Heaven!
As Gameplay Programmer I worked on the the AI of some enemies and its behaviours, the Final Boss of the game and its particles. In the other side I also implemented some subsystems in the engine for the rendering, optimizations and audio system.
Tails Odyssey – 2018
Team Size: 2
Role: Game Designer, Gameplay / UI Programmer
Tails Odyssey is a 2D platformer game developed by my own 2D Engine in C++ and SDL2. We used Tiled Map Editor to create the levels of the game, with an own UI system to display custom windows.
I was the Lead Programmer and programmed fully the 2D Engine with all the sybsystems like, UI system, physics and collisions, Save/Load in XML files and more… For the game I programmed the AI and behaviors of the enemies, the player mechanics and movement, items and UI menus.
X Multiply – 2018
Team Size: 5
Role: Gameplay Programmer
X Multiply is a 2D side-scroller shooter game, and tribute of the original arcade game, fully developed with SDL2 and C++. The player will control a spaceship where he has to go through different levels and defeat the hoards of enemies. Destroy them with upgraded weapons and abilities until you defeat all of them and end victorious.
I was the Lead Programmer and worked fully on the ship, programming the movement and all the abilities and the great recreation of the tentacles skill.
Hi! I’m Èric, a videogame developer currently finishing my 4th year studies of Design and Development of Video Games Bachelor’s Degree of UPC in Barcelona.
As a kid I fell in love with the Saga of Kingdom Hearts and Metal Gear Solid. When I played those games I decided that I wanted to make videogames!
I’m focusing on the most technical part of the game development as gameplay programmer, allowing me to portray the ideas of the game to something that the player can experience and enjoy while playing.
I’m organized, hardworker and love solving the challenges appearing during the development, I can adapt really easily on any environment, having a huge communication with my teammates in the scrum group, and other specialitzation groups.
For the development of my videogames I’ve been coding mainly in C++ object-oriented programming, besides other languages like Lua, Python, C# for Unity and later OpenGL for my own 3D Engine and other 3rd Party Libraries. I made use of tools like Visual Studio, Git/GitHub with a good knowledge on branches and branching policies, to ensure an optimal work while developing a game.
I’ve worked always as gameplay programmer in all my projects, what helped me on developing my programming skills to have my code clean and most readable as possible and optimized for the system being developed.
In all the projects I took part, always there were moments that when I was developing a new feature I had to make some sessions of bugfixing, to ensure the best possible quality. In my projects I applied the methodology of using Github Issues, to have a track of the current bugs and fix them later.
During the development of any project, there were moments that we faced some difficulties. The experience I gathered while doing those games helped me a lot to over come them and have a quick understanding of those problems, until finally solving them with analytical perspectives and creative solutions.
Because I’m a commited person I always do my best to help the team not worry about the technical problems and solve them as a challenge for myself.
API / Libraries
- PhysX 3.0
Software / Engine
- Unreal Engine
- Trello / Hack n Plan
- Visual Studio
- Android Studio
- Animation Programming
- Gameplay Programming
- Engine Programming
- Tools Programming