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:
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:
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.
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:
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 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.
Ambient and chill game where you’re a frog that delivers food to characters in the forest.
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.
“We’re in the maze,
feeling the same,
sorry about this.”
Opposite Ways – The Dø
After working some time in Stugan, I managed to finish some of the characters for the game, like Indra:
I worked in Kubera after Stugan, while working at Telefonica:
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.
In the last months, we aplied to Stugan, see here, and we’ve the dialog system quite done, the layout of the levels, most of the music, animations and 3D assets and we hope to have something soon to show you!
Tracer gun redesign, low poly. Modelled in 3dsmax. Painted in Substance Painter.
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.
Utena fan art, 2016.
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!