The Pizza Situation UI/UX design

The Pizza Situation is an over-the-top simulation of social networks where the surreal narrative is complemented by the main game mechanics: stalking, scrolling, investigating and manipulating through social media.

My job was to design the look and feel of those social networks following the art direction set by the leads for a first prototype soon-to-be vertical slice.

Here you’ll see some of my proposals and the latest implementation.

Skull kiddo


Did a fanart of all the skull kid versions there are in The Legend of Zelda in one and got lost in the details. It was so much fun!


Here you can see bits of the process:

Watercolor bugs

From July 2019 to June 2020 I’ve had several commissions for watercolor bugs, mostly intended for weddings.

These last bunch are some of the bugs I made for Elvira’s and Jaime’s wedding in Cáceres.
Here you have some pictures of the actal wedding:



This my personal take on AR games.

In myouroom you help me find objects that got lost while I was moving from place to place and that had a special meaning for me.

I did everything, from art to code, except the song and audio.

Music is by Outgoing Hikikomori.


You can download the trackers and the app here:

Te quiero viva, burra

I had the pleasure to work with Círculo de Tiza illustrating “Te quiero viva, burra” by Loreto Sánchez Seoane who wrote about the lives of 27 women that have influenced our culture greatly with their work.

You can buy it at Círculo de Tiza’s store and on Amazon.

On my Twitter and Instagram account I shared bits of their work and their biographies.


Women’s day 2019 campaign

I made two series of portraits with quotes for the March 8th Women’s Day Strike of 2019.

Bemyhuman Madrid 2018

I was one of the organisers of Bemyhuman 2018, an event where the experimentation with innovative games, challenging devices, fresh drinks and good music are key.

You can watch bits of the event here:



CulturaFan Branding

In 2018 I did the branding for the podcast CulturaFan.


This is the logo proposal I sent before starting with the final logo and the social media resources. The client wanted something serious but not too formal with some pop elements to make the brand more relatable.

This is the final logo and below you’ll see some resources I did for social media.

Counting Sheep

“Counting Sheep is a stunning, dream-esque game inspired by the music of Shakey Graves in which you explore around a field, talking to sheep and hoping to go to sleep. These sheep have various thoughts – all of which would keep me up at night. You can interact with them and explore around – maybe even talk to their skeletal keeper who wants to know how you may be sleeping tonight.”
-Jupiter Hadley, RockPaperShotgun

I decided to make a game with some bits of Shakey Graves’ music, be it lyrics, colors or imagery from the albums. This walking simulator is what has come out.

I made the art and programmed with Blueprints in Unreal Engine. It was intended for Epic’s Summer Jam but didn’t make it for a couple of hours.

You can download it here.





Ambient and chill game where you’re a frog that delivers food to characters in the forest.

You can play it on here.



I did all the art in the game for the first Game Jam by Talentum, a Telefónica lab.

I wanted to work on blending palettes that would work accordingly with the cardinal directions, as you can see below. That slowed me down a bit, but I feel content of the final result.



In perspective, I would work a bit more on having animated elements in the background instead of so many props that don’t move. It would make it look more alive.


Down the rabbit hole

white rabbit, 2017



“We’re in the maze,
feeling the same,
sorry about this.”

Opposite Ways – The Dø



Idearum – Environments

Idearum is a game about Eidos, a lost soul that wants to enter the perfect civilisation of Atlantis and has to go through seven tests to prove their worth.

The game is based on Greek mythology, so aesthetically I decided to keep that mixing it with minimalism and low poly art.


The game is progressing bit by bit, I’ve done most of the production work by myself.


We already have a demo that we plan to show to whoever is interested.

If you’d like to know more about the project, check our social media and presskit.

Idearum into production!

So far I gathered a team. We are still deciding on how to call the group, but so far we’ve covered narrative and script, game design, art and the rest. We are currently discovering how to use Unreal Engine 4, but it is not so harsh as we could imagine.

This is the first screenshot ever of Idearum!

Hopefully, from now on you’ll have news of it every week.

Stay tuned!



Eidos is the main character of Idearum, a project I’ve been redesigning since summer 2016.

Weid and Chimaira

First time with after effects. Here is when I started to work on the redesign of Idearum, so hopefully you’ll see what happens with these two!


Vulnus and Episteme Sculpt

I started on working on Idearum in 2014, even thou I almost got rid of everything in terms of design, art and mechanics.

Idearum is a platformer-puzzle game where you are a soul that escaped from Limbo in order to enter Atlantis, the perfect civilisation

I started to use Zbrush with this project.