"The Cataclismo left us broken. Construct fortresses and defend against waves of Horrors in this mix of tower defense and real-time strategy. Lead an expedition beyond the gates of the last city, and reclaim mist-shrouded ruins as you rebuild humanity—stone by stone."
Platform: PC
Website: https://www.digitalsungames.com/games/cataclismo/
Steam: https://store.steampowered.com/app/1422440/Cataclismo/
“Play a pivotal role in history in this new story built only for VR. Thrust your blade in visceral combat as you climb and parkour anywhere throughout the open maps. Stealthily blend into a crowd, interact with civilians, and feel the rush of air assassinations.”
Platform: Meta Quest 2, Meta Quest Pro, and Meta Quest 3
Website: https://www.ubisoft.com/en-us/game/assassins-creed/nexus-vr
Responsible for the design, iteration and maintenance of climbing, grabbing, throwing and parkour mechanics.
“Oculus’s state-of-the-art hardware will enable us to bring the worlds of Assassin's Creed and Tom Clancy’s Splinter Cell to life for fans in a new way. These games will take full advantage of Oculus’s technology to deliver immersive, visceral experiences that players won’t be able to find anywhere else.”
Excerpt from: Assassin’s Creed and Splinter Cell coming to Oculus VR
"DEATHRONED is a first-person shooter with the soul of a roguelike, where the player controls a powerful sorceress fighting in a magical palace inspired by the atmosphere of One Thousand and One Nights. The player can reinvent their combat style anytime, combining powerful magical attacks to obtain numerous abilities. The palace procedurally generates its levels each time they are played, providing a unique experience in every playthrough."
Genre: First-person shooter, Rogue-like
Engine: Unreal Engine 4
Team Size: ~15
Development: Februry 2018 - December 2019
Platform: PC (itch.io)
Website: http://nucleartoasterstudios.com/
Awards & Recognition: PlayStation Talents 2018, Spain, FINALIST. SXSW Gaming Pitch 2019, Austin-Texas, FINALIST
Game Conception: Member of the initial team, creating the game concept from scratch.
Combat and gameplay mechanics: Designed and prototyped avatar skills (jump, dash) and combat tools.
Game economy and progression: Design of the game economy and progression.
Project documentation: Kept design documentation up to date, as well as organized throughout the project.
UI/UX: Design, mock-up, art and prototyping of the in-game interface, menu screens and flow.