Hi, I'm

Garsi · Marc Garcia

Your friendly neighborhood Senior Gameplay Programmer

Shipped Games

Assassin's Creed Black Flag Resynced logo

Assassin's Creed Black Flag Resynced

Sail the Caribbean as Edward Kenway during the Golden Age of Piracy in this faithfully enhanced remake featuring stunning visuals, upgraded gameplay, and new content.


ℹ️ This remake was rebuilt from the ground up on the latest version of the Anvil Engine, and was based on the original Assassin's Creed IV: Black Flag.
It features stunning updated visuals, upgraded gameplay mechanics, and new content exclusive to the remake.


👾 I mainly worked on Gameplay ingredients and systems for Underwater Wrecks, which includes the Wreck Flow Logic, the Air Barrels and Diving Bells, the Underwater Save System and Quest Support, among others.
I also did sporadic tasks like achievements implementation or runtime settings creation (to solve problems from a legacy settings refactor).
Being a point of contact for the Underwater Wrecks, I also ended up having CRM tracking tasks.


💡 This game was a sales superstar, reaching one million sales in the first 24h!
I did a big refactor in this game, that will be invisible to the players, but I merged 4 different files that had to be maintained separately into a big one (not that big, I used sub-scripts) that needed single maintenance.

  • C++
  • AAA
  • Proprietary Engine
  • Xbox
  • PlayStation
  • PC
Assassin's Creed Black Flag Resynced logo

Assassin's Creed Black Flag Resynced

Sail the Caribbean as Edward Kenway during the Golden Age of Piracy in this faithfully enhanced remake featuring stunning visuals, upgraded gameplay, and new content.


ℹ️ This remake was rebuilt from the ground up on the latest version of the Anvil Engine, and was based on the original Assassin's Creed IV: Black Flag.
It features stunning updated visuals, upgraded gameplay mechanics, and new content exclusive to the remake.


👾 I mainly worked on Gameplay ingredients and systems for Underwater Wrecks, which includes the Wreck Flow Logic, the Air Barrels and Diving Bells, the Underwater Save System and Quest Support, among others.
I also did sporadic tasks like achievements implementation or runtime settings creation (to solve problems from a legacy settings refactor).
Being a point of contact for the Underwater Wrecks, I also ended up having CRM tracking tasks.


💡 This game was a sales superstar, reaching one million sales in the first 24h!
I did a big refactor in this game, that will be invisible to the players, but I merged 4 different files that had to be maintained separately into a big one (not that big, I used sub-scripts) that needed single maintenance.

  • C++
  • AAA
  • Proprietary Engine
  • Xbox
  • PlayStation
  • PC
Assassin's Creed Valhalla logo

Assassin's Creed Valhalla

Become Eivor, a mighty Viking raider, and lead your clan from the harsh shores of Norway to a new home amid the lush farmlands of ninth-century England.


ℹ️ In this game, you have a big, beautiful, mysterious open world where you'll face brutal enemies, raid fortresses, build your clan's new settlement, and forge alliances to win glory and earn a place in Valhalla.


👾 I started working on combat for boss fights, with Goneril (one of the Daughters of Lerion) and her doppelgangers.
I moved then to the Animus Anomalies (which wasn't the name until the very end), where I created the Hazardous Objects. These made me wrestle with physics detection (with all the bugs that come with it, of course), but also taught me about providing proper debug tools to others, in order to accurately pinpoint what is failing, when something fails.
I also was responsible for the Rotatable Splitters, which internally led to a big refactor for pushable objects, and the Draggables, with some fancy options like locking the axis you wanted the item to move on.
And every GPI eventually involves working on its Tutorials, which I was also part of (even for the GPIs that I did not create).
I also did the whole checkpoint system for the anomalies -- when you die in there, you have to respawn at a safe point, instead of loading a previous savegame.
During the massive bugfixing phase by the end of the project, I touched a bit of everything, including combat. Back to boss fights with Regan, the Builder, and the zealots.


💡 Worth mentioning that this game was finished and released during the 2020 pandemic, with everyone working fully remote.
Proudest memory I have from this is fixing a bug that had been present since AC2, and that was pretty annoying to me in Origins.

  • C++
  • AAA
  • Proprietary Engine
  • Fight
  • GPI
  • Tutorials
  • Xbox
  • PlayStation
  • PC
Assassin's Creed Valhalla logo

Assassin's Creed Valhalla

Become Eivor, a mighty Viking raider, and lead your clan from the harsh shores of Norway to a new home amid the lush farmlands of ninth-century England.


ℹ️ In this game, you have a big, beautiful, mysterious open world where you'll face brutal enemies, raid fortresses, build your clan's new settlement, and forge alliances to win glory and earn a place in Valhalla.


👾 I started working on combat for boss fights, with Goneril (one of the Daughters of Lerion) and her doppelgangers.
I moved then to the Animus Anomalies (which wasn't the name until the very end), where I created the Hazardous Objects. These made me wrestle with physics detection (with all the bugs that come with it, of course), but also taught me about providing proper debug tools to others, in order to accurately pinpoint what is failing, when something fails.
I also was responsible for the Rotatable Splitters, which internally led to a big refactor for pushable objects, and the Draggables, with some fancy options like locking the axis you wanted the item to move on.
And every GPI eventually involves working on its Tutorials, which I was also part of (even for the GPIs that I did not create).
I also did the whole checkpoint system for the anomalies -- when you die in there, you have to respawn at a safe point, instead of loading a previous savegame.
During the massive bugfixing phase by the end of the project, I touched a bit of everything, including combat. Back to boss fights with Regan, the Builder, and the zealots.


💡 Worth mentioning that this game was finished and released during the 2020 pandemic, with everyone working fully remote.
Proudest memory I have from this is fixing a bug that had been present since AC2, and that was pretty annoying to me in Origins.

  • C++
  • AAA
  • Proprietary Engine
  • Fight
  • GPI
  • Tutorials
  • Xbox
  • PlayStation
  • PC
Assassin's Creed III Remastered logo

Assassin's Creed III Remastered

Relive the American Revolution or experience it for the first time in Assassin's Creed III Remastered, with enhanced graphics and improved gameplay mechanics.


ℹ️ AC3 puts you in the boots of Connor (Ratonhnhaké:ton if you are picky), a half-British, half-Mohawk Assassin who fights to protect his people during the American Revolutionary War.
He navigates the complex politics of the revolution while dismantling the Colonial Rite of the Templar Order.


👾 I started working at the end of the project, so it was mainly bugfixing.
Nonetheless, I added various accessibility features regarding the game subtitles (size, color, background), which also led me to play with the Options interface.
I also handled the Graphics menus, with the newly added HDR option that was present in the game.
I also did the 'Track Collectibles' feature, which was a quality of life improvement for the players.
And I put a lot of effort into making sure each subtitle had a speaker name, and that it was the right one -- a feature that came with Origins, and that we had to adapt from scratch for the Remaster.
Well, turns out maybe it was not mainly bugfixing :)


💡 Funny thing I learned here: In Japan, PlayStation has the 'X' and 'O' buttons inverted (the functionality, I mean, controllers look the same).

  • C++
  • AAA
  • Proprietary Engine
  • Accessibility
  • UI
  • Xbox
  • PlayStation
  • PC
  • Nintendo Switch
Assassin's Creed III Remastered logo

Assassin's Creed III Remastered

Relive the American Revolution or experience it for the first time in Assassin's Creed III Remastered, with enhanced graphics and improved gameplay mechanics.


ℹ️ AC3 puts you in the boots of Connor (Ratonhnhaké:ton if you are picky), a half-British, half-Mohawk Assassin who fights to protect his people during the American Revolutionary War.
He navigates the complex politics of the revolution while dismantling the Colonial Rite of the Templar Order.


👾 I started working at the end of the project, so it was mainly bugfixing.
Nonetheless, I added various accessibility features regarding the game subtitles (size, color, background), which also led me to play with the Options interface.
I also handled the Graphics menus, with the newly added HDR option that was present in the game.
I also did the 'Track Collectibles' feature, which was a quality of life improvement for the players.
And I put a lot of effort into making sure each subtitle had a speaker name, and that it was the right one -- a feature that came with Origins, and that we had to adapt from scratch for the Remaster.
Well, turns out maybe it was not mainly bugfixing :)


💡 Funny thing I learned here: In Japan, PlayStation has the 'X' and 'O' buttons inverted (the functionality, I mean, controllers look the same).

  • C++
  • AAA
  • Proprietary Engine
  • Accessibility
  • UI
  • Xbox
  • PlayStation
  • PC
  • Nintendo Switch
"Hero" logo

"Hero"

Face evil armies and become a hero.


ℹ️ Hero (also Warrior Legend) was a third-person action RPG in which players controlled an adventurer fated to save the world.
It was designed for mobile and one-handed play, so it had a vertical layout where the bottom part of your phone was meant for the player's thumb, to drag and tap in order to move the hero and attack.


👾 We put a lot of effort into it, adding layers and layers of systems and meta-gameplay.
Among them, you had things like the Equipment system, with a lot of gear, each item with its stats and rarities. Or the AI companion system, intended to have a bot fighting alongside you, but never overpowering you or getting in your way.
Or the social map, where we simulated a living world with other heroes coming and going, with a hybrid approach of getting the other heroes' data from your actual connected friends, game users, and made-up characters.
At some point we had a hiring system to use a friend's hero to aid you, and we even managed to create the 3 heroes to play with (the Warrior, the Mage, the Archer).

I was made lead of one of the subteams that worked on the project (map + world if I recall correctly), so I handled the subteam/producer communications.
Regarding programming, I handled combat, levels, the map, the social part (friends and living world) and some UI systems.
Outside all of these, since the game was in early stages I also drove multiple gameplay improvement proposals.


💡 Unfortunately, the game was discontinued and ended up being soft-launched in only some specific markets.

  • C++
  • Lua
  • Python
  • Midcore
  • Proprietary Engine
  • Mobile
"Hero" logo

"Hero"

Face evil armies and become a hero.


ℹ️ Hero (also Warrior Legend) was a third-person action RPG in which players controlled an adventurer fated to save the world.
It was designed for mobile and one-handed play, so it had a vertical layout where the bottom part of your phone was meant for the player's thumb, to drag and tap in order to move the hero and attack.


👾 We put a lot of effort into it, adding layers and layers of systems and meta-gameplay.
Among them, you had things like the Equipment system, with a lot of gear, each item with its stats and rarities. Or the AI companion system, intended to have a bot fighting alongside you, but never overpowering you or getting in your way.
Or the social map, where we simulated a living world with other heroes coming and going, with a hybrid approach of getting the other heroes' data from your actual connected friends, game users, and made-up characters.
At some point we had a hiring system to use a friend's hero to aid you, and we even managed to create the 3 heroes to play with (the Warrior, the Mage, the Archer).

I was made lead of one of the subteams that worked on the project (map + world if I recall correctly), so I handled the subteam/producer communications.
Regarding programming, I handled combat, levels, the map, the social part (friends and living world) and some UI systems.
Outside all of these, since the game was in early stages I also drove multiple gameplay improvement proposals.


💡 Unfortunately, the game was discontinued and ended up being soft-launched in only some specific markets.

  • C++
  • Lua
  • Python
  • Midcore
  • Proprietary Engine
  • Mobile
Bubble Witch 2 Saga logo

Bubble Witch 2 Saga

Dark forces are threatening to overrun Witch Country as Morgana and her evil minions wreak havoc.
But there's a new witch in town and she's got some new tricks up her sleeve!


ℹ️ The first Bubble Witch Saga depicted some classic ugly witches, but was too big to revamp entirely, so we were tasked with the sequel.

Introducing Stella, a young witch that has to learn the bubble shooting tropes in order to defeat Morgana, a skeleton witch that is evil because... well, because she's a skeleton.

I was asked to join and help with the Facebook version although it was already started, so I joined an already-established team at mid-development and I stayed there until launch.


👾 Technically speaking, it was around this time that the Facebook and mobile versions merged into one shared codebase, so there was a lot of porting and transitioning from one version to another.

In this role I took on additional responsibilities such as driving the team's Scrum process.

  • ActionScript
  • C++
  • Casual
  • Facebook
  • Proprietary Engine
  • Mobile
  • Web
Bubble Witch 2 Saga logo

Bubble Witch 2 Saga

Dark forces are threatening to overrun Witch Country as Morgana and her evil minions wreak havoc.
But there's a new witch in town and she's got some new tricks up her sleeve!


ℹ️ The first Bubble Witch Saga depicted some classic ugly witches, but was too big to revamp entirely, so we were tasked with the sequel.

Introducing Stella, a young witch that has to learn the bubble shooting tropes in order to defeat Morgana, a skeleton witch that is evil because... well, because she's a skeleton.

I was asked to join and help with the Facebook version although it was already started, so I joined an already-established team at mid-development and I stayed there until launch.


👾 Technically speaking, it was around this time that the Facebook and mobile versions merged into one shared codebase, so there was a lot of porting and transitioning from one version to another.

In this role I took on additional responsibilities such as driving the team's Scrum process.

  • ActionScript
  • C++
  • Casual
  • Facebook
  • Proprietary Engine
  • Mobile
  • Web
Papa Pear Saga logo

Papa Pear Saga

Papa Pear Saga is a colorful, physics-based puzzle game developed by King, known for its lively animations, bouncy gameplay, and quirky humor.
Players launch Papa Pears (cartoonish, bouncing balls) from the top of the screen to hit pegs, objects, and land in buckets.


ℹ️ Papa Pear was a Flash game on king.com's old website (not available anymore), and we were tasked to convert it into a full Facebook game.
We added the 'Saga' format to it, making lots and lots of levels, distributed across thematic chapters.

I was a core team member from start to launch, and I also helped out on the mobile version for a while.


👾 Every time a new element was introduced in a new chapter, it needed specific gameplay. A lot of that was done by me; I recall, for instance, the peas, the autumn leaves or the piranha plant.
Also guilty of adding in-game achievements, which acted more as "action rewards", to boost the player's score by doing specific things like hitting the ceiling, hitting both walls with the same Papa Pear, or shooting 7 Papas straight to a bucket (this created a rainbow peg in a random position, which could automatically light up a bucket).

Besides all things gameplay-related, I also was very invested in the internal level editor.
I added a ton of new stuff there!
Of course, creating new buttons to add the ever-increasing new elements to the levels, but also lots of quality of life improvements for the editor users, like the "drag to place elements in an automatic grid" feature, rather than having to put the elements one by one.


💡 Sadly, King shut down Papa Pear Saga on January 14, 2022.
But of course, Internet exists, which means that nothing really remains dead dead.

  • ActionScript
  • C++
  • Casual
  • Facebook
  • Proprietary Engine
  • Tools
  • Level Design
  • Mobile
  • Web
Papa Pear Saga logo

Papa Pear Saga

Papa Pear Saga is a colorful, physics-based puzzle game developed by King, known for its lively animations, bouncy gameplay, and quirky humor.
Players launch Papa Pears (cartoonish, bouncing balls) from the top of the screen to hit pegs, objects, and land in buckets.


ℹ️ Papa Pear was a Flash game on king.com's old website (not available anymore), and we were tasked to convert it into a full Facebook game.
We added the 'Saga' format to it, making lots and lots of levels, distributed across thematic chapters.

I was a core team member from start to launch, and I also helped out on the mobile version for a while.


👾 Every time a new element was introduced in a new chapter, it needed specific gameplay. A lot of that was done by me; I recall, for instance, the peas, the autumn leaves or the piranha plant.
Also guilty of adding in-game achievements, which acted more as "action rewards", to boost the player's score by doing specific things like hitting the ceiling, hitting both walls with the same Papa Pear, or shooting 7 Papas straight to a bucket (this created a rainbow peg in a random position, which could automatically light up a bucket).

Besides all things gameplay-related, I also was very invested in the internal level editor.
I added a ton of new stuff there!
Of course, creating new buttons to add the ever-increasing new elements to the levels, but also lots of quality of life improvements for the editor users, like the "drag to place elements in an automatic grid" feature, rather than having to put the elements one by one.


💡 Sadly, King shut down Papa Pear Saga on January 14, 2022.
But of course, Internet exists, which means that nothing really remains dead dead.

  • ActionScript
  • C++
  • Casual
  • Facebook
  • Proprietary Engine
  • Tools
  • Level Design
  • Mobile
  • Web
Galaxy Life logo

Galaxy Life

The funniest massively multiplayer online space strategy game on smartphones, tablets and Facebook!


ℹ️ Galaxy Life is best described as "Clash of Clans, ahead of its time".
You control the Starlings, a cute and clumsy alien civilization that needs your help to rebuild its empire.

Game loop was split into working on your planet and combating other users.
· Working on your planet implied constructing buildings like silos, academies or walls, among others; or repairing them, if damaged. Each building was aimed at one thing (storage capacity, military capacity, defense), and the intention was to always "advance to the next level" and protect your planet, since you could get attacked while you were offline.
· Combat implied space exploration and troop deployment. You could attack offline players and try to steal their resources. Each attacking unit had its own behavior, so you could (more or less) predict the outcome of a battle.

Game started small and ended up really big.

I consider it my first major shipped title, and I was there from conception until launch (on Facebook). Later on, I contributed to Galaxy Life: Pocket Adventures, the mobile port of the game.


👾 I was present in everything involving gameplay at a general level, and in particular the bunkers (troop storage system for battle) and battle AI.
Each unit had its own logic and behavior (e.g. attack the closest building) in the battlefield, and it was the player who decided how, where and when to deploy them.


💡 Fun fact: This game was popular enough that even after closure, it was re-picked up and nowadays you can still find it on the Internet.

  • ActionScript
  • C++
  • Objective-C
  • Midcore
  • Facebook
  • iOS
  • Mobile
  • Web
Galaxy Life logo

Galaxy Life

The funniest massively multiplayer online space strategy game on smartphones, tablets and Facebook!


ℹ️ Galaxy Life is best described as "Clash of Clans, ahead of its time".
You control the Starlings, a cute and clumsy alien civilization that needs your help to rebuild its empire.

Game loop was split into working on your planet and combating other users.
· Working on your planet implied constructing buildings like silos, academies or walls, among others; or repairing them, if damaged. Each building was aimed at one thing (storage capacity, military capacity, defense), and the intention was to always "advance to the next level" and protect your planet, since you could get attacked while you were offline.
· Combat implied space exploration and troop deployment. You could attack offline players and try to steal their resources. Each attacking unit had its own behavior, so you could (more or less) predict the outcome of a battle.

Game started small and ended up really big.

I consider it my first major shipped title, and I was there from conception until launch (on Facebook). Later on, I contributed to Galaxy Life: Pocket Adventures, the mobile port of the game.


👾 I was present in everything involving gameplay at a general level, and in particular the bunkers (troop storage system for battle) and battle AI.
Each unit had its own logic and behavior (e.g. attack the closest building) in the battlefield, and it was the player who decided how, where and when to deploy them.


💡 Fun fact: This game was popular enough that even after closure, it was re-picked up and nowadays you can still find it on the Internet.

  • ActionScript
  • C++
  • Objective-C
  • Midcore
  • Facebook
  • iOS
  • Mobile
  • Web
Epic Fighters logo

Epic Fighters

Defeat the Tyrant King and his horde of epic creatures. An adventure awaits!


ℹ️ Epic Fighters was a web-based dark fantasy RPG game for Facebook, circa 2010.

The user could select a race, from 4 available, to create an "Epic Fighter", and then perform different types of actions that used Stamina.
It had fights and boss fights.
· Fights were a pokémon-like combat system where the user selected Skills with the intention to defeat the opponent.
· Boss fights were social events where you fought an impossibly-high-healthbar enemy, and you could call upon friends and together spend your energies in order to defeat it.

The game was based on a refillable-over-time energy system, and a classical play with friends gimmick from the early Facebook era.


👾 I didn't specifically own anything, since the game was a reskin of a previous title (MMA Pro Fighter) with minimal new things, like the boss fights.

Tons of bugfixing and a good hands-on learning phase for someone who was starting in the industry.

  • php
  • Facebook
  • Web
Epic Fighters logo

Epic Fighters

Defeat the Tyrant King and his horde of epic creatures. An adventure awaits!


ℹ️ Epic Fighters was a web-based dark fantasy RPG game for Facebook, circa 2010.

The user could select a race, from 4 available, to create an "Epic Fighter", and then perform different types of actions that used Stamina.
It had fights and boss fights.
· Fights were a pokémon-like combat system where the user selected Skills with the intention to defeat the opponent.
· Boss fights were social events where you fought an impossibly-high-healthbar enemy, and you could call upon friends and together spend your energies in order to defeat it.

The game was based on a refillable-over-time energy system, and a classical play with friends gimmick from the early Facebook era.


👾 I didn't specifically own anything, since the game was a reskin of a previous title (MMA Pro Fighter) with minimal new things, like the boss fights.

Tons of bugfixing and a good hands-on learning phase for someone who was starting in the industry.

  • php
  • Facebook
  • Web

Projects

Portfolio cover

Portfolio

The web you are seeing.

With a funny mascot walking around, and packed with many config settings, so the viewer can customize accordingly!

Done in barely two weeks, in June 2026, pushing and shaping ideas.
While taking my first steps in self-teaching best practices and AI coding, I read about Ralph loops and wanted to give it a try.

Which shows a bit of my approach to work: even if learning something new, do something productive, and user-oriented.
Brainstorm until you have something you like, then iterate on it.
Ask for feedback; iterate more; take a step back as a professional and face the 'product' as a user, finding usability problems and improvements you'd like to see; get back to the professional persona and fix everything; find bugs of any kind (usability, performance, style, typos) and also fix them all; do some more iteration and finally know when to stop.
Very hard to have something perfect, so it's better to have something done at a very polished level, even if there are still things to do (trust me, there always are).

  • Claude Code
  • Web Design
  • GitHub
Portfolio cover

Portfolio

The web you are seeing.

With a funny mascot walking around, and packed with many config settings, so the viewer can customize accordingly!

Done in barely two weeks, in June 2026, pushing and shaping ideas.
While taking my first steps in self-teaching best practices and AI coding, I read about Ralph loops and wanted to give it a try.

Which shows a bit of my approach to work: even if learning something new, do something productive, and user-oriented.
Brainstorm until you have something you like, then iterate on it.
Ask for feedback; iterate more; take a step back as a professional and face the 'product' as a user, finding usability problems and improvements you'd like to see; get back to the professional persona and fix everything; find bugs of any kind (usability, performance, style, typos) and also fix them all; do some more iteration and finally know when to stop.
Very hard to have something perfect, so it's better to have something done at a very polished level, even if there are still things to do (trust me, there always are).

  • Claude Code
  • Web Design
  • GitHub
Zezen cover

Zezen

Ancient God SETH wants to test your loyalty.
You are ZEZEN, a minotaur and Seth's apprentice. With the help of a giant hammer, prove your worthiness by surviving a temple full of dangers.

In Zezen you found a simple-but-fun action game divided into sections where you battled enemies.
It was a God of War lookalike happening in Egypt with a big minotaur as a protagonist, Zezen, who gave the game its title.
Zezen had a full list of combo attacks, plenty of enemies, and even a big final boss.
Achievements, cheats, splattered blood, ragdoll animation for dead enemies... You name it.

This was my project while doing the Master in Videogame Creation at UPF.
We were the "Basque-Catalan" group, formed by three programmers and three artists, and the game was done in one year, from scratch.
We organized from the start and assigned our areas of work, so we didn't overlap.
My work was diverse. I took care of:
· Main character (combos, animations, sounds)
· Final Boss (behavior, animations, sounds)
· Game Input (keyboard, gamepad, debug console)
· Game/OS communication
· Animations manager, integration with Cal3D
· Sound manager, integration with BASS
· UI
· Achievements
· Tutorials
· Voice of the harpies

We polished the game as much as we could, and we even printed professional-looking DVD cases, with their instruction booklets and everything.
We gifted one to Tim Schafer in ArtFutura 2009, and he made us sign it for him!

We won the Best Presentation award in Barcelona's ArtFutura 2009.

Oh, an ending note: Zezen means 'bull' in Basque :)

  • C++
  • Student project
  • Master
  • Fight
  • Animation
  • Input
  • Accessibility
Zezen cover

Zezen

Ancient God SETH wants to test your loyalty.
You are ZEZEN, a minotaur and Seth's apprentice. With the help of a giant hammer, prove your worthiness by surviving a temple full of dangers.

In Zezen you found a simple-but-fun action game divided into sections where you battled enemies.
It was a God of War lookalike happening in Egypt with a big minotaur as a protagonist, Zezen, who gave the game its title.
Zezen had a full list of combo attacks, plenty of enemies, and even a big final boss.
Achievements, cheats, splattered blood, ragdoll animation for dead enemies... You name it.

This was my project while doing the Master in Videogame Creation at UPF.
We were the "Basque-Catalan" group, formed by three programmers and three artists, and the game was done in one year, from scratch.
We organized from the start and assigned our areas of work, so we didn't overlap.
My work was diverse. I took care of:
· Main character (combos, animations, sounds)
· Final Boss (behavior, animations, sounds)
· Game Input (keyboard, gamepad, debug console)
· Game/OS communication
· Animations manager, integration with Cal3D
· Sound manager, integration with BASS
· UI
· Achievements
· Tutorials
· Voice of the harpies

We polished the game as much as we could, and we even printed professional-looking DVD cases, with their instruction booklets and everything.
We gifted one to Tim Schafer in ArtFutura 2009, and he made us sign it for him!

We won the Best Presentation award in Barcelona's ArtFutura 2009.

Oh, an ending note: Zezen means 'bull' in Basque :)

  • C++
  • Student project
  • Master
  • Fight
  • Animation
  • Input
  • Accessibility

Skills

Programming languages

  • C++
  • C
  • C#
  • Lua
  • Python

Engines and Frameworks

  • Proprietary Engines
  • Unreal Engine
  • Unity

Gameplay specialties

  • Gameplay Ingredients
  • Gameplay Abilities
  • Gameplay Systems
  • Character Controllers
  • AI Behavior Trees

Development tools

  • Perforce
  • Git
  • Visual Studio
  • VSCode
  • Claude Code
  • JIRA
  • Confluence
  • Photoshop

Soft skills

  • Good Communicator
  • Mood provider
  • Role empathizer
  • Agile / Scrum

Experience

  1. Ubisoft Barcelona

    Senior Gameplay Programmer Barcelona

    Working within the Assassin's Creed franchise.

  2. King

    Senior Game Developer Barcelona

    I was among the initial fifteen that started the (then) small Barcelona office.

  3. Digital Chocolate

    Programmer Barcelona

    Making games for a platform that was very popular at that time (something called 'Facebook').
    Note: Digital Chocolate is now Ubisoft Barcelona Mobile

Education

  1. Universitat Pompeu Fabra

    Master, Videogame Creation Barcelona

    Group project: Zezen.
    A God of War lookalike with a minotaur protagonist.

    • C++
    • Game Design
    • Animation
    • Gameplay
    • Marketing
  2. Universitat Pompeu Fabra

    Bachelor, Computer Engineering Barcelona

    No frats nor wild parties. Movies have been lying to us.

    • C
    • C++
    • Java
    • Code Architecture
    • Network
    • Software Engineering
    • Mathematics
    • Computer Graphics

About Me

Since I can remember, I have always had a controller in my hands.

Programming videogames is the second thing I like most in the world, only surpassed by playing them.

Each of my projects has been a personal "achievement unlocked" that has given me joy, experiences and expertise.

Everyone who has worked with me says that two of my biggest flaws are perfectionism and high standards for everything I do.
So, I make sure these "flaws" reach the team as a whole.
Because when you code, you have to be aware of the ramifications it can have and also be aware of the people who may end up reading it.

You have to take good care of documentation, clean code, and even typos!
I have always believed that small details make a big difference.

Working in games is my passion.
Being able to be part of the creation of a thing that I'll be enjoying for hours and hours is still my main motivation.
After more than a decade dedicated to this, my love for videogames has not diminished a bit, but grown :)

I will be glad to be part of your next big projects, and do my bit on them.