I'm a game designer with a background in computer engineering and two years of professional experience in full-stack web development. I'm driven by curiosity and a passion for crafting interactive systems, stories, and experiences, which I've explored for more than five years through TTRPG system design. I have recently finished a Master's Degree in Videogame Design in UCM, having developed Lilith: Rise of the Fallen, a horde-survival action game in Unreal Engine 5.
Over the years, I’ve had the chance to work on a variety of game design projects, both academic and personal, where I’ve explored different styles, tools, and challenges that have helped shape my approach to design. You can check some of my most recent projects below, and additional examples as well as in-depth explanations of my work in the Projects tab.
During my studies, I’ve taken part in several collaborative game development projects, both in class and during my internship. These experiences gave me the chance to design and prototype in Unity, Unreal Engine, and even experiment with VR technology.
Lilith: Rise of the Fallen gameplay trailer
Lilith: Rise of the Fallen is a top-down survival action game developed in Unreal Engine 5 by a multi-disciplinary team of more than 20 developers, where players face relentless enemy hordes while corrupting the environment with infernal powers.
Inspired by games like Diablo and Death Must Die, it blends melee and ranged combat with territory control. I’ve been primarily responsible for the combat system, including basic attacks, active and passive abilities, and player progression. I’ve also worked extensively on combat balancing, UI design, audio design, level design, and project documentation. Additionally, I’ve contributed to the development of other systems such as enemy behavior and environmental corruption mechanics.
During the project, we have been mentored by senior members of studios like Mercury Steam and Digital Legends, simulating a professional environment with agile workflow and using tools like Jira, Perforce and Notion.
Lilith: Rise of the Fallen teaser trailer
From abstract dungeons to full overworld maps and game levels, I have delved into level design in many of the projects where I have participated. My work explores gameplay flow, environmental storytelling, and layout clarity, with a strong focus on the narrative aspects of design.
FATHOM demo reel
FATHOM is a short horror level designed and built in Unreal Engine 5.6. This demo focuses on environmental storytelling, tension-building through lighting and sound design, and the use of cinematic techniques to craft a psychological horror experience.
The player explores a dark, abandoned settlement by the edge of a cliff, gradually uncovering unsettling clues and experiencing a descent into the surreal. Rather than relying on enemies or combat, the experience centers around atmosphere, buildup, and subtle interactive cues.
Some of the key features of the demo are: environmental storytelling and layered sound design, a post-process-driven hallucination sequence, blueprint driven cinematics with event dispatchers and dynamic UI with in world 'voice-lines'.
I love participating in game jams as a way to quickly iterate on ideas, collaborate with friends, and push our creative boundaries together. My most recent project is Breathdown, winner of Best Aesthetic in Global Game Jam Madrid, where I took full responsability of game and creative design.
Breathdown teaser
The theme for this jam was "Bubble". Breathdown is a psychological horror narrative-focused experience set in a submerged shopping mall, where players must navigate eerie, liminal spaces with limited oxygen. It was developed in Unity with original pixel art made in Aseprite, and I focused on narrative design, level design and environmental storytelling, aiming to evoke unease and disorientation through level layout, UI, mechanics, and more than 50 blocks of branching dialogue.
Beyond videogames, I enjoy exploring worldbuilding, storytelling, and system design through personal and freelance projects. This includes custom content for tabletop RPGs like Dungeons & Dragons or Candela Obscura—such as subclasses, items, and house rules—as well as narrative work like original settings, lore, maps and conceptual level design. These projects reflect my passion for designing cohesive, immersive worlds across different media.
Many of these subclasses, items, and homebrew mechanics have gone through extensive playtesting with my long-term group, where I’ve been the Game Master and created content for nearly five years. This experience has helped me iterate and balance designs to ensure they are both engaging and functional at the table.
A unique Sorcerer subclass that integrates a tarot mechanic into gameplay. At the start of each in-game day, players draw cards from a custom tarot deck, gaining temporary powers and effects influenced by their fate. This system encourages creative roleplay and adds a layer of unpredictability to the sorcerer’s abilities.
Designed for aggressive and high-risk playstyles, this Barbarian subclass rewards players for diving into danger. With features that grow stronger as the barbarian takes damage or defeats enemies, it supports both brutal combat and interesting roleplay centered on blood magic and supernatural tracking aptitudes.
A reimagining of an existing subclass for the Monk, this version grants players flexible elemental abilities that can be channeled through Ki. By addressing some of the limitations of the original design, it allows players to switch between elements and combine their effects with combat abilities much more dinamically.
Some of the maps I created for a steam-punk fantasy setting called Minhue.
Mi'dhun is a richly detailed map of a central continent in the world of Minhue, home to seven powerful houses and marked by complex political dynamics. Created using Inkarnate, this map showcases a variety of biomes and civilizations, offering a vivid foundation for storytelling and campaigns.
Orune is a more minimalist and stylized map of another region within Minhue. While it includes fewer geographic details, it presents a distinct visual identity and was designed to support lighter, more exploration-driven campaigns or one-shots.
In this custom setting, magic is channeled through crystals mined from the earth, each imbued with elemental energy. This system replaces traditional spell slots and arcane schools with gemstone type, resonance and degradation, offering a more tactile and resource-based approach to magic in both combat and roleplay.