About me

I'm a motivated and passionate video game programmer mainly interested in gameplay and AI elements. I love programming games as much as playing them, that is why I am looking forward to being part of a great game development project to enhance my skills, get experience and be able to contribute to the video game industry. I have experience with multiple programming and scripting languages, APIs, game engines and version control software.

Recent projects

Passmen City

A Unity3D simulator where you can see the interaction between various types of agents, such as pedestrians or cars, in a procedurally generated city. The main idea of the project was to apply various AI techniques that are very common in modern games, such as pathfinding algorithms to move the agents around the map or finite state machines to program a basic agent behaviour.

In this project, I worked on a flocking system to simulate a pedestrian crowd and also with a machine learning algorithm using neural networks to make the pedestrians learn how to cross the street properly without dying.

Source code

AI vs Dungeon

What if you could train your own agents to perform intelligent actions in your game? What if your agents could learn from mistakes and improve on their own?

This project is a perfect example to show this. I developed a game simulator in Unreal Engine 4, where an AI agent has to solve a 2D platformer level by using his own senses and self-learning by experience. The agent is evolved through genetic algorithms and managed by a neural network, which tells the agent what actions to perform depending on de surrounding environment and the nearest threats.

Source code

The Boom Box

This is a multiplayer game project and multiplatform (Windows and MacOS) that uses TCP and UDP connections to work. The game consists on a catch game. One of the players will start with a bomb and will have to catch another player before the time runs out or he will be disqualified, and the last man standing wins the game.

The game is using SFML (for the graphics rendering and networking), Box2D (for the collision and physics) and SFGUI (for the basic GUI of the game)

Source code

Westernland: Dust to dust

A third person shooter game made by students of ESAT in his last year of the career. The game demo was developed by a team of 5 programmers and 4 artists using Unreal Engine 4.

In the project I was in charge of developing the main AI behaviour of the enemies and the level bosses, also integrating animations, developing the state machines of each enemy character and testing and helping to solve some minor bugs at the final phase of the project.