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Alita: Unbreakable Warrior

In this action RPG game inspired by the universe of the manga, GUNNM, my main role was lever designer for the first two levels and its events, which happened in Scrapyard City.
It was really important to create levels that situates the player in context, building an iconic environtment of the Gunnm universe, while keeping a nice pacing between combats, exploration, and narrative events. I was also involved in other areas such as lighting, combat mechanics, abilities, and some of the art.
The game was made in 3 months, by 18 students and with out own engine.

· Level design, blockout and decoration
· Gameplay design
· Effects
· 3D Modelling
· Texturing
· Animation

You can learn more about the proyect and about my personal contribution in the following links.

Warcraft 2: The Stolen Artifacts

As responsible for the design in this project, I worked on many areas of the game. Document all aspects of the game as specifically as possible for the team, design levels, combat mechanics and resource management, iteration and balancing, etc.
I also worked on some UI-related code, the UI design and some art, like frames for the buttons, background menus and life bars.
The game was made in 3 months, with a team of 7 students and entirely in C++.

· Game & level design
· Balancing & Iteration
· UI (design/art/logic)
· Video player module

You can learn more about the proyect and about my personal contribution in the following links.

Mobirise

Saving the flamingos

This game was made for the NotOnlyGamesJam organized by King, in Barcelona, under the main theme of 'Create innovative solutions to increase diversity and inclusion in society' and the subthemes of 'Flamingo' and 'Other's Shoes', so we made a cooperative game in which players have to guide each other having some senses restricted. I worked on the main idea, level blockout, decoration, and environmental art, like trees, bushes and rocks.
It was made in 2 days, with a team of 5 students and in Unity. We won the best user experience award.

· Game design
· Level decoration
· Environmental art.

You can learn more about the proyect in the following link.

Mobirise

Sudden Clown

This game was made for the GrandCTIMGameJam, under the theme 'Surprise'. The game is about a clown that kills elders by causing them, stealthily, heart attacks. On a gamejam context, it is important to think just a few mechanics and make a fun game loop with them. We ended up having a button to kill the eldery when being close, and another button to hide in different elements of the environtment to prevent the nurses from finding you. I worked on the design of the level and its hiding points, the location of the eldery, the hiding mechanic code and some environmental pixel art.
It was made in 2 days, with a team of 5 students and in Unity. We won the best art and the best popular game awards.

· Game design
· Level design
· Hiding mechanic (code)
· Environmental art


You can download and play the game on the github repository in the following link.

Gunbird

The goal of this project was to recreate a level of the 'Gunbird' arcade as faithfully as possible. With two partners, we made the ocean level of this arcade with two playable characters. My job was to develop some of the game's features and iterate over its gameplay so that it was identical to the original and was as polished as possible.
It was made in 3 months, with two partners and entirely in C++.

· QA
· Entity system
· Characters related code (shooting, power-ups)
· Enemies spawnpoint


You can learn more about the proyect in the following link.

Naclo Engine


During the subject 'game engines', I worked with a partner to create this engine. Contains subsystems of game objects and components, importers and own binary formats, camera, space partitioning, scene serialization, mouse picking, game mode and timers, and a UI system.
It was made in 3 months, with a university partner and entirely in C++.

· Gameobjects and components (engine structure)
· Component Transform
· Module and Component Camera
· Mouse picking
· Guizmos
· Engine interface
· Scene partitioning (Quadtree)
· UI system


You can learn more about the proyect in the following link.

1-O

This platformer game was made, with a partner, for the Game Development 1 subject. The main goal of this assignment was to create a simple platformer with some levels created with Tiled, enemies with a pathfinding algorithm that follows the player, and UI.
For the enemies, player, rewards, etc, we created a system that allows to spawn any kind of entity from Tiled. For the UI, we did a similar system, that allows to create buttons, labels, sliders and images with it’s basic functionalities.

· Game design
· Level design
· Tiled
· Pathfinding system
· UI system


You can learn more about the proyect in the following link.

Mobirise

1-O Tycoon

With the same theme as the previous project, my partner and I made this game for an AI subject. The goal was to create a tycoon-type game with diferent agents and behaviours made with behaviours trees in unity.

· Game design
· Level design
· Agents behaviour design
· Agents behaviour logic


You can learn more about the proyect in the following link.

Contact me!

Address:

Badia del Vallès, Barcelona

Phone:

+34 627350790

E-mail:

joan.valiente.lorite@gmail.com