I am working as a gameplay and UI engineer on The Sims 4. Some of the expansions I have contributed…
I worked as a gameplay programmer at Maxis for The Sims Mobile. It runs on iOS and Android devices, and…
I have worked at EA as an engineer/designer at the Office of the Chief Creative Officer. Here I have contributed to R&D projects with state of the art technology to push games to the next level.
Being a systems designer at Schell Games I designed the combat systems, including character stats, player progression, class skills and the combat controls, as well as the inventory systems.
Working at BioWare we have been creating a new generation of social games for web browsers (the title of our new game hasn’t been announced yet). As a designer I have contributed to bringing to life many of the features, written design documents and pitched my designs to the rest of the team.
Using the Sifteo Cubes, we wanted to enhance the mechanics of traditional board games, adding video game elements to them. We made a Sifteo game that uses a physical board and pieces, creating a unique experience.
Tropical Trauma is a board game designed and prototyped during the Board Game Jam 2011 on April 17th. This game can be played by 2 to 4 players. A terrible natural disaster is about to happen in a tropical island where different tribes live together. A big wave is coming and the tribesmen have to cooperate to build a shelter. And by cooperate we mean survive at any cost!
A little kid is missing from the Clarck Mansion. It is summer and in their small town near London everything is always nice and peaceful. Nobody can understand how the boy could suddenly disappear without leaving any clue. The police and the family are desperate, and here is when our adventures come into place.
A fast-paced strategy board game where 2 to 4 attackers try to besiege a castle controlled by a different player. Catapults, cooperation, dice and betrayal.
During the Global Game Jam, people all around the world rush to make videogames in just 48 hours. Epidemic was the game my team of 4 developed, from January 28-30, 2011. We used Unity 3D to make it, and it is a single player game, with a top-down view and 3D models.
The player controls Bortolo Cortés, who is the last flodo immune to the great epidemic. Some of your blue flodii friends are with you, as well as other infected flodii.
New design of the classic kids game Hopscotch. Adding more interaction between players and the option to win and lose coins. Steal other players’ coins and make the trip back to be the richest winner!
Five Days is an interactive performance-based virtual world. The actor/performer views the world through a head-mounted VR display. Five Days was one of a handful of worlds featured the the 2010 BVW show, becoming the first virtual world in the history of the Building Virtual Worlds course to require that the end-of-semester show have a content advisory for younger or squeamish audience members.
As part of the Building Virtual Worlds, we made a game where the player is not the typical survivor trying to escape an horde of zombies. The player is the actual zombie. Using a Head Mounted Display, the player sees the world from the perspective of a zombie who has to eat as many of his neighbors as possible.
As part of the Visual Story class in the ETC, this was the first video our team made. Introducing us, Pregnant Man Studios, this little piece intends to show the variety of multicultural people that we are. It was filmed and edited in a similar style as the old mute movies.
We built a giant pair of scissors and placed two infrared lights in them. Using the Playmotion device, capable of detecting infrared light, we made this 2-players game, where collaboration and fast reflexes are the key. Each player has to grab one side of the scissors, and the have to cut all the objects that fall from the top of the screen.