PLEASE, ROTATE YOUR DEVICE
WHO AM I?
Hi! As you may have read above, I'm MARK, a "newcomer" to the videogames industry,
and I'll try to keep this introduction as short as possible.
I was born in the 2000, and when I was 5, my parents gifted me my very
first console, a GAME BOY MICRO, and with it, my passion for the videogames took off.
Some years later, I discovered that I could work as one of those people involved in the
development of a videogame, and that's been my dream job since then, trying to give others the same
JOY that I experience when I'm playing a videogame.
SOME TRAITS ABOUT MYSELF!
Oh, hey!
Looks like you wanna know me better, isn't that right? Well, I've prepared a little game for you so you can
learn a bit more about myself.
“It seems that someone is trapped around here and is
asking for freedom, if you want to help them, find the six
help quotes that are hiding in any corner of this site.”
For each help quote that you click, you'll unlock
one of these traits, and eventually you'll learn more about my personality.
(Alternatively, click here if you don't want to play and you just
want to learn more about me, although you'll miss out on the fun of searching for the hidden quotes
around the page).
“Creativity is seeing what others see and thinking what no one else ever thought.”
- Albert Einstein
“Lorem Ipsum Dolor Sit Amet”
- Lorem Ipsum
“Lorem Ipsum Dolor Sit Amet”
- Lorem Ipsum
“Lorem Ipsum Dolor Sit Amet”
- Lorem Ipsum
“Lorem Ipsum Dolor Sit Amet”
- Lorem Ipsum
“Never be so polite, you forget your power.
Never wield such power, you forget to be polite.”
- Taylor Swift
PORTFOLIO
During my first year in Barcelona, I attended a master's degree at the UPC in which, along with 20 other
developers, we created a game engine from scratch, with OpenGL and SDL, ready to be used by anyone.
CHECK OUT MY BETA VERSION OF THE ENGINE
PERFORMED ROLE:
Generalist Programmer
YEAR OF DEVELOPMENT:
2023 [WIP]
PERSONAL ACOMPLISHMENTS:
- Initial idea and application of the GameObjects' structure.
- Creation of both a Hierarchy and an Inspector window.
- Partial conception and development of the scripting system.
OPHIUCHUS is, what I'd like to call, the crown jewel of all the work that I've developed until now.
A roguelite bullet hell game which features a procedural narrative about the Zodiacs, and that evolves depending
on the player's results in each run.
PERFORMED ROLE:
Main Developer
YEAR OF DEVELOPMENT:
2022
PERSONAL ACOMPLISHMENTS:
- Creation of an algorithm that generates random dungeons.
- Outstanding plot and characters, both created from scratch.
- Development of a solid dialogue system to relate the story.
Remember that period of time when Wordle became famous and everybody played it each day?
Well, that's when I decided to develop my own version of it, but in C++ and using SFML, because
I saw it a good opportunity to expand my portfolio.
PERFORMED ROLE:
Main Developer
YEAR OF DEVELOPMENT:
2022
PERSONAL ACOMPLISHMENTS:
- Gain fluency writting code in C++.
- Know how to draw and perform actions with the help of SFML.
- Learn about other C++ open source libraries.
Endless mini-game developed for the Global Game Jam 2022 in which you'll have to battle per rounds
against the pieces of the chess, with the peculiarity that your luck will decide if you'll
recieve a bonus or a penalty at the beginning of each round.
PERFORMED ROLE:
Game Designer
YEAR OF DEVELOPMENT:
2022
PERSONAL ACOMPLISHMENTS:
- Ideation of a fun gimmick that will engage the player.
- Learn about balancing enemies and power-ups.
- Adaptation of the game to have an attractive visual design.
In this project developed for the university, we had to create a basic and simple RTS game,
but with a smart CPU. To do so, we had to implement from scratch a bunch of cool AI
techiques that increased its ability and made it more challenging.
PERFORMED ROLE:
AI Programmer
YEAR OF DEVELOPMENT:
2021-2022
PERSONAL ACOMPLISHMENTS:
- Introduction of an influence map to guide the CPU.
- Creation of a simple behaviour tree for each CPU unit.
- Apply an A* pathfinding algorithm with tactical components.
The Antidote is a graphic novel with puzzles (Professor Layton-style) developed with some colleagues
in which you'll have to go through several locations and places to try and learn what happened with Mr.Barclay
and defeat the evil corporation.
PERFORMED ROLE:
Gameplay Programmer - Game Designer
YEAR OF DEVELOPMENT:
2020-2021
PERSONAL ACOMPLISHMENTS:
- Implementation of several fun and non-repetitive puzzles.
- Adaptation to the AGILE SCRUM methodology with sprints.
- Development of point and click mechanics for the game.
ßESEAßCH
YEAR OF DEVELOPMENT:
[WIP]
During these last months, we are seeing a lot of AI softwares (such as ChatGPT, Stable Diffusion, Dall-E...) being each time more and more present in our daily lives, trying to make them easier and helping us out. But, the real question is, are they actually good for us? Will they have any impact in our jobs or in our lives? Which are their limits? How far can they reach? All this and more will be summarized in this research, currently under development.
YEAR OF DEVELOPMENT:
2021-2022
Have you ever wondered how the neural networks of the AIs learn? How are they able to perform one task perfectly after being
throughly trained? Well, wonder no more! In this research you will not only learn how do neural networks work internally, but you'll also
develop your own neural network in Python, in addition to training it to learn how to identify handwritten digits.
YEAR OF DEVELOPMENT:
2020
One of the concerns that a programmer must have is performance, the code you write should not only work as inteded,
but also run at an acceptable speed, and concurrency is one of the ways to make the code you write more efficient.
Here you'd not only find a research about how to apply concurrency in Unity, but also a small project featuring a
pathfinding A* algorithm to prove that concurrency IS really imporant when complex algorithms and calculations are being used.