A VR game about a kid's pursuit to build a rocket ship. Scavenge around for household objects, cobble things together, and prepare for liftoff!
My Role: Game Lead, Programmer (C++ and Blueprint), 3D Artist, Technical Artist
Categories: UE4, VR, First Person, Exploration, Puzzle, Cultural
Awards: UCSC 2021 Games Showcase - Zeitgeist Award, World Building Award
I contributed all of the game's architectural meshes and materials, created dozens of interactables and materials, and created terrain, toon, and interactable object shaders. I helped program VR objects and their interaction functionality, a mass-based one vs. two handedness pickup system, item and UI/UX-related functionality for a 3D inventory system, and more.
An asymmetrical, turn-based, multiplayer strategy game. In this rags-to-riches story, rambunctious raccoons rally for the raggedy ragdolls' trash!
My Role: 3D Artist, Technical Artist, Programmer (C#)
Categories: Unity, Strategy, Multiplayer, Turn-Based
I contributed all of the game's meshes, materials, and lighting. I optimized the development pipeline for my fellow artists by creating parametric Substance materials for various fabrics, buttons, pins, and patches. I also helped program the game's game mode, scene management system, multiplayer functionality, and tile generator.
A meaningfully-random randomly-generated space RPG with an emphasis on trading and survival. It's the Han Solo game that never was.
My Role: 3D Artist, Composer, Sound Designer, Programmer (JavaScript ES6)
Categories: Phaser, Exploration, Randomly Generated, RPG, Survival, Open World
I contributed all of the game's meshes, materials, lighting, and music. I also helped program the sound system and UI popups.
An artistic card game which portrays the violence in Tijuana, my hometown. It gamifies the "six-a-day" homicide rate. It contrasts player agency with a culturally-prevalent theme of tragic, unforgiving determinism.
My Role: 2D Artist, 3D Artist, Technical Artist
Categories: Analog, UE4, Political, Cultural
I made this game on my own, and it was how I learned the Substance Suite. I created meshes and materials for the cityscape and card items, I created a shader and Blueprint system for projected text, assembled all of my assets into a UE4 scene, created cards with screenshots, and produced a physical prototype.
A randomly generated, intersectional experience of crossing the border between Mexico and the United States. Portrays our post-9/11 security theater and how it affects you depending on how you look, speak, and conduct yourself. Produced during the Trump administration.
My Role: Writer
Categories: Twine, Text Adventure, Randomly Generated
Awards: UCSC 2020 Games Showcase - Zeitgeist Award
I made this game for one of my early Games Program classes, which is based on my own experiences of crossing the border and the threat of my family being split apart. I wanted to intersectionally portray this experience of crossing the border, and I did so by randomizing the player's identity and the border's level of security, as well as giving the player meaningful choices.
A 4-player multiplayer tabletop game. It's like Blokus, but up. Each player develops the city and strives to build the most grandiose, looming skyscraper.
My Role: 3D artist, Technical Artist
Categories: Tabletop Simulator, Multiplayer
I made this game on my own, but it was based on another user's Blokus game for Tabletop Simulator. I created the 2D and 3D art and also did a lot of technical work for piece collisions. I playtested this game with 12 different people and then balanced the gameplay accordingly.
An asymmetrical, neither-friend-nor-foe card game about zoning and segregation. Play as the Elected One or The Educator and explore this phenomenon through city-building gameplay. It's The Wire game that never was.
My Role: 2D Artist, 3D Artist
Categories: Analog, Asymmetrical
I contributed all of the game's 3D and 2D art, helped with game balance, and produced the physical prototype. We heavily playtested this game and it's meticulously well-balanced.