• - Under Construction -

  • During my studying time in ESAT (Valencia), I had been instructed in the fundamentals of 3D modelling, mapping and texturing; with 3D Studio Max and Zbrush. The aim of this courses where to give us a more dynamic profile and the capacity of stablish a nice level of comunication with another kind of humans called Artists xD.

    Being honest, I always loved art and I have enjoyed a lot learning some concepts of 3D modelling. Anyway, it is very important to know some technical concepts of quads, textures and other fields if you are encouraged to develop an own project or contribute in an indie project not only like a programmer.

    At-At Star Wars war machine
    At-At Star Wars Machine
    Low Poly Sackboy
    Low Poly Smooth

    SackBoy Mapping


    Texturing: Diffuse, Normal, Specular

    Sackboy Render

    Sackboy Render

    Old Wizzard base mesh
    Old Wizzard, ZBrush

    Old Wizard Outline ZBrush

    Old Wizzard Hand

    Old Wizzard hump.

    Mmm... Me at 90 years old?


  • Along my studying time at Teesside University, I have developed some projects in the Games Device Programming course. The aim of this course was to implement a multi-platform game demonstration and a memory manager able to work in windows and the Caanoo device.

    The first phase of this course consisted in the research of the Harware capabilities. In the second phase we have implemented a memory manager able to run in windows and the mentioned device at same time. Finally, the last part of the course consisted in develop a game demo, optimise and refactor the code following some advanced programming strategies.



    I have implemented a particle system to test some hardware aspects of the device, a 2D game with SDL called Spacial Nightmare and the Memory Manager as well.



  •  The last assessment of my HND course in ESAT (Valencia), was the design and development of a render engine OpenGL based system. This challenging work finished with a good example of how to implement an engine from the scratch, able to load normal and specular maps and be used to create a good demo or game.


    After this endeavour, I had to do the last challenge to demonstrate my domain of the OpenGL programming basic concepts. Along two days, I had to implement a bloom effect from the scratch and without using my own render engine. It was needed to process the colours through some render to texture phases to elaborate this light colour effect.

    In the next link, I will share the complete solution and code, ready to be executed with VS 2010.

    Bloom, Render To Texture
  • In the Action Script course, along the first year of my HND studies, I have designed and developed two games in Action Script 3. One of them, made with flash CS4 was bloody fun and pathetically sick, fortunately I have never published it. I am sure that it was the game of the million dollar xD.
    You have the opportunity of play it for free here, it's called Guillotine Master.

    Guillotine Master