Games

Majotori (2016-2017)

Majotori is an original mix of a quiz game with branching storylines. Correct answers will lead to a good ending and incorrect ones to a bad one. The questions are focused on video games, cinema and animation.

I developed most of the game by myself, excluding the music and third-party assets such as sound effects and text fonts.

I had to research and design the questions to be engaging, develop the art style and draw the graphics, write dozens of short branching storylines and more than 1.000 questions.

I developed the original version of the game in 3 months, then spent 6 more polishing it, remaking the UI and adding animations.

Golfing Over It with Alva Majo (2018)

Golfing Over It with Alva Majo is a different take on the frustrating game Getting Over It with Bennett Foddy in which you climb an increasingly surreal stage hitting a golf ball. You can easily fall down to the beginning.

The main idea was to make a similar game to Getting Over It keeping the harsh punishment but losing the frustrating controls.

I developed most of the game by myself, excluding the graphics, the music and third-party assets such as sound effects and text fonts.

I had to design and balance the controls and the level.

For the graphics I used compositions of 3D models from Paint 3D, following the "B-game" style of Getting Over It.

I developed the game in about 3 months; most of that time was spent writing and recording the narration.

Majorariatto Museum (2017, 2019)

Majorariatto Museum is a virtual museum showcasing the games and history of Majorariatto, including fan art.

The museum actually hides some secrets that lead you through a mysterious rabbit hole that culminates in a different short game, Pizza con piña.

I developed most of the game by myself, excluding the music and third-party assets such as sound effects and text fonts.

I had to design the museum layout, the secrets and the way the mystery unfolds.

I modeled the stage. It was my first experience making a 3D game.

The game was developed between or alongside other games, and has gone through multiple versions, updating and expanding the content.

Shipped (2019, 2022)

Shipped is a local multiplayer game for up to 8 players. Each player controls a ship and must remain on-screen while it moves, avoid crashing against islands and being hit by cannonballs. Grabbing crates gets you cannonballs to shoot at your rivals or destroy islands. Shooting without ammunition allows you to blow air to push against islands or deflect cannonballs. There are 5 different game modes and 50 single-player characters.

I developed most of the game by myself, excluding the music and third-party assets such as sound effects and text fonts.

I had to design and balance the core gameplay, the different modes and challenges, the map generation and the bot behavior.

I also had to design and draw the characters.

I developed the original version of the game in 9 months, then spent 4 extra months in 2022 adding the single-player challenges and various improvements and balances.

Pureya (2016-2021)

Pureya is a collection of arcade minigames that play with just 2 buttons and switch randomly from one to the next every 10 seconds. You must avoid obstacles and collect marbles to then use in a pachinko machine to unlock new minigames, music and skins. The music is composed of multiple 10-second pieces that combine seamlessly.

I developed most of the game by myself, excluding the music, the cutscene graphics, and third-party assets such as sound effects.

I designed the core gameplay and the controls to fit perfectly as a mobile game. I had to design and develop more than 30 minigames.

With the pachinko as the progression system, I tried to harvest the exciting engagement of gambling without the negative repercussions such as money loss or life-consuming addiction.

I had to develop the art style and draw all the pixel art graphics, excluding the ones in the cutscenes. I had to come up with and animate multiple short cutscenes.

I challenged myself to not use any text or instructions in the whole game (except for the names in the credits) while keeping it intuitive.

I developed the game intermittently from 2016 to 2021, pausing the development multiple times along the way to develop other games.

The one who pulls out the sword will be crown king (2021-2022)

The one who pulls out the sword will be crowned king is a short game about pulling a sword from a stone to be crowned king, like in the Arthurian legend. You must grab the sword with your mouse and try to pull it out from the stone by moving it in a straight line to avoid dropping it and having to start again. A cutscene plays if you manage to take it out.

The Steam version of the game includes the online mode King of Kings in which the sword gets longer and heavier each time someone pulls it out.

The original version was made for a game jam. I developed most of the game by myself, excluding the music and third-party assets such as sound effects and most of the 3D models.

Later, I hired Gius Caminiti to help me polish the game for an official release. He took care of heavily improving the visuals of the stage, the performance, making some of the animations, and making the online mode.

The idea was to make a game where the ending was a wonderful surprise that was more elaborate and fun than the game itself.

For the gameplay, I wanted to convey the tactile feeling of lifting a sword, rather than abstract it with some kind of minigame.

I had to direct and animate an elaborate cutscene that included a parade, a coronation, an execution and a wedding, and was tightly synced with the music, composed by Alejandro Maciá.

I designed, modeled and rigged the characters.

We developed the game in about 5 months, including the initial jam version.

Pineapple on pizza (2022-2023)

Pineapple on pizza is a short game about exploring an island full of dancing people and discovering the taste of pineapple pizza. The gameplay consists of just moving around, but it has plenty of elaborate animations. The game is heavily synced to the music, which was a challenge to do and created lots of technical problems.

It was originally a secret at the end of Majorariatto Museum, but I decided the concept was too good to stay hidden there, so I wanted to remake it with proper graphics and a lot of extra content to fully develop its idea.

The idea came to me while trying to come up with the shortest but most interesting game I could think of. The point of the game was to convey the feeling of euphoria during tragedic chaos and make people laugh while witnessing a massacre.

I did the original limited version by myself, but hired DEValen to develop the proper remake while I worked on other projects and only passively directed it. We originally estimated that it could be done in a few months, but after a year and a half of him working on it (half-time), it wasn't even close to done. I finished the v2 update for Shipped and entered full-time on the project to ensure it got finished. For the last few months of development, I also hired Gius Caimiti to help with optimization and some technical issues.

I had to design the island, design and animate all the dances and scenes, code some of the game, make the UI, take care of SFX and VFX, and direct and organize the rest of the members, including Alejandro Maciá for the music.

We developed the game in 2 years, of which I participated in full for only the last 6 months.

Video

YouTube (2018-Present)

I have a Spanish YouTube channel where I talk on camera about my experiences with game development. 

The channel includes a lot of educative/informational videos about game development (that have been referenced in game design classes), some tutorials, some gameplays, and some personal vlogs. They are not intended for kids, are usually wrapped in humor and often include swearwords.

I do the whole process myself, scripting, recording and editing the videos.

As of the end of 2022, the channel has more than 400.000 subscribers and usually 100.000-200.000 views per video.

Twitch (2018-Present)

I have a Spanish Twitch channel where I do livestreams once a week for a couple hours, usually playing video games.

As of the end of 2022, the channel has more than 70.000 followers and 100 subscribers.