These are my main skills

Game Engines

I consider myself completely profficient in these game engines. They have become my main tools for creating commercial games and prototyping ideas.

Project Management / Documentation tools

Although I have some preferences regarding these kind of tools (and I use exclusively Notion at the moment), during these years I got into many of the standard tools in the sector and I'm completely capable of managing developments with each one of them.

During my career I've worked in teams that used various methodologies to support many developments. These include Scrum and Waterfall, but my main preferences are Lean & Kanban, both united, giving continued improvement to every aspect of the product.

AI tools

I have learned how to leverage my game design abilities with some AI tools in order to be more proactive, independent and helpful to my team.

I'm capable of implementing almost every game mechanic and creating tools/editor views that improve the game design team's experience.

I don't do any kind of art or visual asset with Gen AI.

Metrics Visualizer

One of my main goals as an entrepreneur is to make data-driven decisions both in production and design. With this in mind, I explored a metric visualization pipeline for a private playtest we carried out for an unannounced project that had 3 main areas:

  • A Unity build which could send specific game metrics to an online API, taking advantage of the internet connection we had on every PC at the playtesting room, so the data was sent when every player's session ended automatically. This was key as we were a little amount of supervisors.

    In case some issue happened in any PC, closing the build would create a .json file with all the data from the playtest to be stored by the team.

  • Supabase to save every metric taken during the session.

  • A web to visualize the data, comparing every player metric in a wide amount of areas. I also implemented a manual .json import in case something failed during the remote data shipment.

Generic Localization System for Unity

In order to optimize every development at Outlander Games, I designed and implemented a generic localization system that works like a plug & play Unity asset when we start every project.

Supports multi-language set up, dynamic language change on play mode and text effects like colours, typewriter effects, shaking effects and much more.

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