THE COMPLETE INDEX · 2016 — 2026
Everything I've
worked on.
The hub shows the work that argues for itself. This is the rest of it — every prototype, every jam, every tool, including the ones that went nowhere.
Games & jams
DESIGN + PROGRAMMING UNLESS NOTED
Recurring collaborator: Santi — “Arcadehead” (art), credited alongside me on six of the games below, from 2019 to 2026. Music and sound effects in the jam games come from third-party libraries and are not my work.
2026
Rush Fighter
2D beat 'em up built on parry timing. JaénJam II. Godot 4 with C#, exported to the web through WebAssembly — a path Godot 4 does not officially support, documented in the repo. Programming, in a team of four.
2026
mAscAr
Narrative horror / interactive fiction, advanced one key at a time. MálagaJam Weekend 20. Godot with GDScript. Same four-person team as Rush Fighter.
2024
Point of No Return  🏆 2ND OF 55
Space exploration where the universe keeps expanding around you. Unity Jam 2024 (Tooling.gg), a jam with cash prizes: 2nd overall, 2nd in theme interpretation, 4th in mechanics. Five days, two people.
2024
The Precise Hero  🏆 4TH GAMEPLAY OF 78
Precision platformer about a hero who falls asleep mid-jump. // TODO Game Jam 2024, three days: 4th in gameplay, 8th in originality, 10th overall. Its itch page keeps a speedrun leaderboard with real player times.
2024
Feather Fallout
Two-colour tower defense where turrets swap colour and target on command. Built in two weeks taking the theme and the two-colour constraint of 1 bit Jam #4 as a design restriction — it was not submitted to the jam. Economy balanced as a written document first.
2022
G!RO  🏆 MOST ENJOYABLE GAME
One-button arcade with a ship that never stops rotating. Audience award at Fun&Serious Bilbao 2022 and nominated Best Retro Game. Made by the Negone collective — started with four, finished by two, with me as lead programmer and designer.
2020
Gravity Down Quick
FPS platformer: you build speed and flip gravity by shooting. One designer-programmer and one artist.
2019
FADE  🏆 3RD PRIZE
Serious game about Alzheimer's. Hackathon Telefónica 2019, serious games and gamification category, 48 hours. One of two programmers in a team of five. No build was published — the record is the video.
SOLO
Talassophobia
Horror piece about waking up alone in the middle of the ocean. Mini Jam 159, two days, under an “as small as possible” constraint. Solo developer.
SOLO
Haunted Echoes
VR horror for Google Cardboard: total darkness, audio as your only guide, looking around as your only input. Solo developer.
Production & studio work
PAID WORK · YBVR · LURTIS AI · ISOSTOPY
2024 — NOW
Xtadium — YBVR
Meta's featured immersive sports app on Quest, built in partnership with Meta. I own spatial UI positioning, notifications, onboarding, localization and the spin-off architecture, and I lead the device-agnostic architecture effort. Full breakdown of what is mine and what was the team's in the case study.
2025
Xtadium Music · CultVRe
Two separate Meta Store releases shipped from the Xtadium codebase through the feature-flag system I built. Immersive concerts, and culture and heritage.
2025
NASCAR 3D Tabletop
Interactive race miniature driven by real telemetry, 100+ cars synced frame-accurate to live and recorded video alike, with its live leaderboard. Fully developed as an internal R&D build — never shipped to users, never used in a live event.
2022 — 2024
ZPLN — Lurtis AI
Space strategy-shooter with pinball bouncing, published on Google Play. Mechanics and environments, plus an Angular / TypeScript / Firebase management dashboard and an early multiplayer mode.
2023 — 2024
Lorak — Lurtis AI
Transmedia RPG: the same character carried across tabletop sessions, a virtual tabletop and a mobile game. I defined and helped design the inventory system, and prototyped the core loop — party management and expeditions into procedural scenarios. Funding ended before release.
2023 — 2024
Kumal — Lurtis AI
A Unity tool for creating and co-designing 3D scenarios, from single rooms to whole worlds, meant to buy design time back for narrative and gameplay. Publicly funded R&D (CDTI). I worked on the tool itself, not just as its user.
2022 — 2023
Private Unity & programming tutor
Three second-year students on the same game development programme I had just finished, tutored through the school year in the programming subject. All three passed.
2021
Classroom 2060 — Lurtis AI
Serious game teaching recent history to teenagers in the classroom. Unity development, during an internship.
2020
Pre-Trip Inspection — Isostopy
VR/AR truck-inspection simulator for a North American training company, preparing drivers for the US CDL certification: the full inspection routine with evaluation and feedback. Built entirely in Unity, during an internship.
Graphics & engine
C++ · OPENGL · GLSL
C++
Game engine from scratch
Renderer, physics integration and scene handling with SDL2, OpenGL, Bullet and Box2D. No engine underneath.
C++
Nori pathtracer
Physically-based light transport implemented by hand, on the Nori framework. From the URJC master's coursework.
C++
Fluid simulation
Basic real-time fluid simulation.
GLSL
Grass shader
GPU grass shader in Unity. The same kind of work I now do in HLSL and Shader Graph on Quest.
Gameplay prototypes
MECHANICS BUILT TO FIND OUT IF THEY WORK · SEE THEM MOVING →
UNITY
RTS core gameplay
Selection, orders and the base loop of a real-time strategy game.
UNITY
4X strategy map navigation
World-map navigation for a 4X game.
UNITY
Vehicle controller + AI driving
Extension of Unity's vehicle controller, plus experiments with AI-driven cars.
UNITY
Realtime audio reaction
Objects reacting to audio in real time.
UNREAL
Unit farming automation
The one prototype in Unreal Engine rather than Unity.
UNITY
Mobile shooter — “ASTRO”
Hypercasual: shoot the meteors before they reach your city.
UNITY
Mobile kiting
Hypercasual kiting mechanic.
UNITY
Mobile climbing
Hypercasual: bouncing a ball upwards.
UNITY
Physics-based 2D platformer
A 2D character controller driven by physics rather than kinematics.
Tools & utilities
THINGS BUILT SO THE NEXT PROJECT STARTS FASTER
UPM
Unity Utilities
My own Unity package of components and extensions, reused across personal projects and jams.
UNITY
URP jam template
A base project with the packages I always end up needing, so a jam starts on code instead of configuration.
C++
Breakout on Android Studio
Breakout written natively in C++ for Android, without an engine.
PYTHON
Python × Notion
Utilities to read and modify Notion databases through its API.
Web prototypes
SELF-INITIATED · NOT IN PRODUCTION
Built on my own initiative for real businesses I know personally, and pitched to them — there was interest, but neither went into production. They were not commissioned. Both were built with AI assistance: I brought the requirements, use cases and architecture, reviewed and iterated; the code was written by Claude Code. The repositories stay private for that reason.
NEXT.JS
Liga VCM — Voleibol Centro Madrid
League management: 34 teams across three divisions, results, standings and court booking across five sports centres. It came out of a league I actually play in.
NEXT.JS
Don't Stop Madrid
Listings site for two music venues in Madrid: filterable agenda, venue pages, newsletter and socials.
3D art
MODELLING & TEXTURING · SEE THE PIECES →
4 PIECES
Kylo Ren lightsaber · Gaming room · Battle droid · E-5 Blaster
Four finished pieces. Enough to build my own game ideas without waiting on an artist — not a claim to be one.
Studies & student work
ALGORITHMS, AI AND THE FIRST GAMES I FINISHED
AI
School of fish (boids)
Flocking behaviour simulation in Unity.
AI
Q-Learning / SARSA
Reinforcement learning algorithms implemented from scratch.
AI
Connect 4 — minimax
Adversarial search for Connect 4.
AI
Pathfinding algorithms
Implementations of the classic pathfinding set.
STUDENT
Top-Down Action Game
A complete top-down action game with multiple elevations, made while studying.
STUDENT
Platformer-Fighter
A complete platform fighter, made while studying.