Storytelling is my life, and I've looked for ways to tell stories since I can remember. Smaller levels and prototypes I've done — built to communicate pacing, encounter design, and spatial narrative.
[Pablo — this project page is thin on my end, I only found your contact card on this URL. Drop me the actual writeup and I'll slot it in.]
A single-player combat encounter inspired by Control's Archive sector — condensed offices, a power-core system, and pacing built around pinching the player between cover and open sightlines.
An online co-op game built around light and darkness gameplay. Owned team communication and the common goal across programmers, designers, and artists, alongside first-pass puzzle design.
The first game project for Futuregames — a future-mobility concept designed for and around the Xbox Adaptive Controller, built as a remote collaboration between two student cohorts.
I'm the one with the knife on their face — long story. Beyond the games, I spend time on the stage too: I was in the play "Titus," Mexico, 2019.
Storytelling has always come first for me, and level design is where that instinct meets systems — pacing an encounter, staging a reveal, or using space itself to tell the player what's coming next.
Full background →