{"developer":"Aldhair Vera","role":"Unity & XR Specialist","portfolioUrl":"https://aldhairvera.netlify.app","updatedAt":"2026-09-11T00:28:09.121Z","totalProjects":48,"projects":{"en":[{"id":"valid_ar","slug":"valid-ar","title":"ValidAR / AssemblAR","shortDescription":"AR industrial validation app for iOS and Android, integrating VisionLib and OpenCV to guide operators through complex inspection workflows.","innerDescription":"Genre & gameplay: ValidAR / AssemblAR is an industrial augmented reality application designed to assist operators in field validation. It replaces manual checklists by allowing users to position and validate 3D models against real physical objects, ensuring all parts are correctly assembled.\n\nMy contributions: Joined a 4-year-old legacy project struggling with severe technical debt (monolithic 5k-line scripts) and tight delivery deadlines. Unified two disparate AR workflows: Android (using OpenCV and manual positioning) and iOS (integrating VisionLib for automated tracking). Overcame organizational and legacy code friction by surgically removing non-functional legacy blockers without breaking production. Radically improved the UX flow, shifting from cumbersome button-based axis rotation to intuitive 1-finger and 2-finger touch gestures for spatial alignment. Delivered stable Android and iOS updates, successfully abstracting the different SDKs (VisionLib/OpenCV) and integrating validation results with Firebase.","platforms":["iOS","Android","AR"],"genre":"Simulation","state":"Production","ownership":"Company","ownerName":"TSC Innovations","isXR":true,"arPlatform":["iOS ARKit","Android ARCore"],"images":["/images/projects/valid_ar/1_opt.mp4","/images/projects/valid_ar/2_opt.mp4"],"techStack":["Unity","C#","VisionLib","OpenCV","ARFoundation","Firebase"],"highlightedContributions":["Rescued and stabilized a 4-year-old legacy AR project with severe technical debt.","Integrated VisionLib (iOS) and OpenCV (Android) into a unified application flow.","Improved spatial UX by replacing button-based rotations with touch gestures.","Abstracted differing AR SDKs and synced structured inspection data to Firebase."]},{"id":"prearmar","slug":"prearmar","title":"PREARMAR_2 (AR Quality Control)","shortDescription":"Industrial AR mobile app for quality control, allowing operators to overlay structural 3D models, measure parts in situ, and record auditable evidence offline.","innerDescription":"Genre & gameplay: PREARMAR_2 is a B2B industrial Augmented Reality application used on construction sites. It overlays 3D models (like steel meshes or columns) onto physical spaces, allows millimeter-accurate measurement of pieces, and records video evidence for traceability and quality assurance.\n\nMy contributions: Joined a massive, unstable legacy codebase containing 8,000+ line monolithic scripts. I contributed heavily to the modernization layer alongside the team, isolating the technical debt. My specific ownership centered around scene optimization, fixing the video recording integration, and ensuring reliable data uploads to endpoints. I also designed and implemented a QR code scanner that allows operators to instantly load specific 3D models and projects, completely bypassing cumbersome manual list searches—a massive workflow improvement. I am currently working on optimizing the UI performance (implementing debouncing for searches and list rendering optimizations). I also implemented the AR measurement behavior and offset lines, carefully handling local-to-real-world scale mathematical conversions without breaking the legacy geometry calculations. Delivered a stable, production-ready version that met the client's needs.","platforms":["Android","AR"],"genre":"Simulation","state":"Production","ownership":"Company","ownerName":"TSC Innovations","isXR":true,"arPlatform":["Android ARCore"],"images":["/images/projects/prearmar/1_opt.mp4","/images/projects/prearmar/2_opt.mp4"],"techStack":["Unity 6","C#","ARFoundation","Addressables","Google Cloud","Crashlytics"],"highlightedContributions":["Contributed to rescuing an 8k-line monolithic legacy project by working on the modernization layer.","Implemented a QR code workflow that bypasses manual searches, significantly speeding up operator tasks.","Fixed video recording integration and ensured reliable data uploads to REST endpoints.","Optimized UI performance (debouncing, list optimizations) and implemented precise AR measurement tools."]},{"id":"0","slug":"revenge-fishing","aliases":["0"],"role":"Unity Game Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Unity","2D"],"cvClaims":["Unity 2D physics engine setup","Arcade game loop & touch controls","Sound & VFX triggers"],"title":"Revenge Fishing","shortDescription":"2D fishing/action prototype where you play as a vengeful whale, capsizing boats and tossing fishermen around a physics-driven sea.","innerDescription":"Genre & gameplay: Revenge Fishing is a 2D action game where you control a whale in a chaotic fishing harbor. Boats move across a dynamic water surface while fishermen try to catch fish; your goal is to pull them into the sea, destroy boats, and create as much havoc as possible without breaking the core physics fantasy. The focus is on arcade-like pacing, exaggerated reactions, and satisfying destruction.\n\nMy contributions: Co-led the full reboot of a stalled project, rebuilding core systems from the ground up. Implemented boat and fisherman physics, using a mix of dynamic and kinematic rigidbodies, tuned joints and colliders to keep the chaos readable and stable, and created water-surface movement driven by shaders. Designed and implemented interaction systems for the whale’s attacks, integrated object pooling for boats and fishermen, and helped shape power-up and difficulty behaviors. Also provided input on level pacing and technical constraints to keep the prototype performant in Web builds.","platforms":["Web"],"genre":"Action","state":"Prototype","ownership":"Company","ownerName":"Unbreakable Group","itchUrl":"https://unbreakable-interactive.itch.io/revenge-fishing-wip","isXR":false,"images":["/images/projects/RevengeFishing/1.mp4","/images/projects/RevengeFishing/RevengeFishing_1.webp","/images/projects/RevengeFishing/RevengeFishing_2.webp","/images/projects/RevengeFishing/RevengeFishing_3.webp","/images/projects/RevengeFishing/RevengeFishing_4.webp","/images/projects/RevengeFishing/RevengeFishing_5.webp"],"team":[{"name":"Steven Feldman","role":"Programming / Game Design"},{"name":"Israel Feldman","role":"Management"}],"techStack":["Unity","C#","HLSL","WebGL"],"highlightedContributions":["Co-led the full project reboot, rebuilding core systems from the ground up.","Implemented complex 2D physics for boats and fishermen using rigidbodies and joints.","Created water-surface movement and interaction driven by custom shaders.","Integrated object pooling and optimized performance for Web builds."]},{"id":"1","slug":"running-late","aliases":["1"],"role":"Unity Game Developer","companyOrContext":"Unbreakable Interactive","categories":["Games","Unity","PC","Steam"],"cvClaims":["Released commercial product on Steam","Procedural level chunk generation & gap fixes","Input buffering & coyote time physics tuning","Steam API & telemetry integration"],"title":"Running Late","shortDescription":"Fast-paced 2D platformer released on Steam where you sprint through procedurally assembled levels, chasing tight controls and speedrun-friendly flow.","innerDescription":"Genre & gameplay: Running Late is a fast-paced 2D platformer focused on speed, precision, and replayability. Levels are procedurally assembled from modular chunks, creating varied runs with gaps, hazards, and platforming challenges tuned for quick restarts and speedrunning.\n\nMy contributions: Co-led the technical development, transforming a prototype into a production-ready, scalable codebase. I implemented a deterministic procedural generation system based on Seeds (`RandomSeedController`), allowing players to share exact levels and compete on local leaderboards. To achieve perfect 'Game Feel', I decoupled the animation logic from Unity's visual state machine, driving the `Animator` directly via pure physics variables and rigidbodies to eliminate visual sliding. I architected a modular, decoupled UI system managed by a central `UIManager` and created reusable UI feedback components. Furthermore, I built a comprehensive telemetry and analytics pipeline (`AnalyticsManager`, `LevelLogger`) that tracks player death coordinates and completion times per seed to balance level difficulty. Finally, I ensured the project was cross-platform from day zero, implementing a hybrid input system and native plugin integrations for seamless porting between PC, Android, and iOS.","platforms":["PC","Web","Linux","Android","iOS"],"genre":"Platformer","state":"Released","ownership":"Company","ownerName":"Unbreakable Interactive","steamUrl":"https://store.steampowered.com/app/3012920/Running_Late/","youtubeUrl":"https://www.youtube.com/watch?v=5oAgxFN7tb8","isXR":false,"images":["/images/projects/RunningLate/1.mp4"],"changelog":[{"date":"2025","title":"Early Prototype","description":"Initial 2D platformer prototype demonstrating basic mechanics, procedural generation, and game feel tests.","youtubeUrl":"https://www.youtube.com/watch?v=hbqYSJbvcXM","images":["/images/projects/RunningLate/1.old_prototype.mp4"]},{"date":"2026 - Present","version":"Release Build","title":"Steam Release & Speedrun Engine","description":"Full commercial release with overhauled visuals, decoupled 2D physics animation engine, cross-platform hybrid controls, and Steam leaderboards.","youtubeUrl":"https://www.youtube.com/watch?v=5oAgxFN7tb8","images":["/images/projects/RunningLate/1.mp4"]}],"techStack":["Unity","C#","Steam API","PC","Linux","Android","iOS"],"highlightedContributions":["Engineered a deterministic procedural generation system using Seeds for speedrunning and leaderboards.","Decoupled animation logic from Unity's state machine, driving visuals purely via 2D physics for perfect Game Feel.","Architected a modular UI system and a comprehensive telemetry pipeline for data-driven level balancing.","Implemented cross-platform hybrid input and native plugins for seamless PC, Android, and iOS deployment."]},{"id":"2","slug":"forklift-simulator","aliases":["2","forklifter"],"role":"Unity XR Developer","companyOrContext":"VROPS / Industrial Client","categories":["XR","VR","Industrial","Training"],"cvClaims":["Heavy machinery VR simulation for Meta Quest 2 & PC VR","Physics-driven forklift steering & hydraulic fork system","Industrial safety task assessment"],"title":"Forklift Simulator","shortDescription":"VR forklift safety trainer for HTC Vive Pro where you drive a forklift with a Logitech G29 wheel in realistic warehouse scenarios.","innerDescription":"Genre & gameplay: Forklift Simulator is a VR training experience focused on workplace safety and correct forklift operation. Trainees drive through industrial scenarios, navigate tight spaces, and perform maneuvers that reinforce safe driving habits, spatial awareness, and accident prevention.\n\nMy contributions: Led the Unity development of the simulator, targeting HTC Vive Pro during a period without official Logitech G29 support. Implemented a custom input bridge to read raw steering wheel, pedal and gear signals, then calibrated and mapped them to a forklift-specific controller. Designed and tuned vehicle behavior to feel believable in VR while remaining accessible for training. Optimized scenes through mesh merging, light baking and careful culling to maintain ~90 FPS and reduce motion sickness. Collaborated closely with the 3D artist and stakeholders to align the simulation with real safety requirements.","platforms":["VR"],"genre":"Simulation","state":"Published","youtubeUrl":"https://youtu.be/rTlQ_gJg6Bc?si=CauEICtHxxjAQYSN","ownership":"Company","ownerName":"PHVA Perú","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/Forklifter/1.mp4"],"team":[{"name":"Nancy Rojas","role":"3d Artist"}],"techStack":["Unity","C#","VR","HTC Vive Pro","Logitech SDK"],"highlightedContributions":["Led Unity development targeting HTC Vive Pro.","Implemented custom input bridge for Logitech G29 wheel, pedals, and gears.","Designed vehicle behavior to feel believable yet accessible in VR.","Optimized performance (merging, baking) to maintain 90 FPS."]},{"id":"3","slug":"mix2word","aliases":["3"],"role":"Unity Mobile Developer","companyOrContext":"Personal Project","categories":["Games","Mobile","Android","iOS"],"cvClaims":["Word puzzle grid algorithm","Localization & monetization setup"],"title":"Mix2Word","shortDescription":"Mobile and Web puzzle game where you guess the word formed by combining two images, using a pool of letters to build the answer.","innerDescription":"Genre & gameplay: Mix2Word is a 2D puzzle game inspired by classic 2-pics-1-word mechanics. Each level shows two images that hint at a concept or word, and players must form the correct answer using a set of available letters. The game is designed for short sessions, progressive difficulty, and casual play on mobile and Web.\n\nMy contributions: Designed and implemented the full game loop in Unity, including level flow, hint logic, and UI/UX for letter selection and feedback. Built a data-driven content system for words, image pairs, and hints, making it easy to add or tweak content without code changes. Implemented progression, save/load, and basic economy hooks for future monetization. Shipped the game on Android and WebGL with attention to memory usage and loading performance.","platforms":["Android","Web"],"genre":"Puzzle","ownership":"Personal","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGame.Mix2Word&pcampaignid=web_share","isXR":false,"images":["/images/projects/Mix2Word/1.jpg","/images/projects/Mix2Word/2.jpg","/images/projects/Mix2Word/3.jpg","/images/projects/Mix2Word/4.jpg","/images/projects/Mix2Word/5.jpg","/images/projects/Mix2Word/6.jpg"],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Designed and implemented full game loop, level flow, and hint logic.","Built a data-driven content system for easy addition of words and images.","Implemented progression, save/load systems, and economy hooks.","Shipped on Android and WebGL with performance optimizations."]},{"id":"4","slug":"johannas-vision","aliases":["4"],"role":"Unity WebGL Developer","companyOrContext":"Client Project","categories":["Games","Web","WebGL"],"cvClaims":["Interactive WebGL narrative","Memory & texture optimization for web browsers"],"title":"Johanna’s Vision","shortDescription":"Narrative e-learning game where Johanna uses her visions of the past to investigate her brother’s fentanyl-related death, delivered on WebGL, Android, and iOS.","innerDescription":"Genre & gameplay: Johanna’s Vision is a story-driven educational game that follows Johanna as she uncovers what led to her brother’s fentanyl overdose. Players move through interactive scenes, conversations, and mini-games that teach about substance abuse, decision-making, and consequences. The experience blends narrative, light puzzles and educational content in a branching e-learning format.\n\nMy contributions: Served as one of the main Unity developers on the project, acting as a technical owner for stabilization and delivery. Rewrote mini-game logic, fixed broken game loops, and implemented UI flows and scene transitions across the entire experience. Debugged and resolved issues between the Unity frontend and AWS/Strapi backend integration. Stabilized an internal TGA framework that changed frequently by cleaning up prefabs, fixing asset references, and eliminating console errors. Optimized Addressables, textures and scripts to reduce loading times and improve runtime performance. Built internal tools to search and validate large ResourceCollections, and helped ship the title on WebGL, Android, and iOS under tight deadlines and rotating team members.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.fentanyl","websiteUrl":"https://home.johannasvision.com/","appstoreUrl":"https://apps.apple.com/us/app/johannas-vision/id6469810341","isXR":false,"images":["/images/projects/JohannasVision/JohanasVision.mp4","/images/projects/JohannasVision/JohannasVision_1.webp","/images/projects/JohannasVision/JohannasVision_2.webp","/images/projects/JohannasVision/JohannasVision_3.webp","/images/projects/JohannasVision/JohannasVision_4.webp","/images/projects/JohannasVision/JohannasVision_5.webp","/images/projects/JohannasVision/JohannasVision_6.webp","/images/projects/JohannasVision/JohannasVision_7.webp"],"techStack":["Unity","C#","WebGL","Android","iOS","AWS","Addressables"],"highlightedContributions":["Technical owner for stabilization and delivery on WebGL, Android, and iOS.","Fixed broken game loops and implemented UI flows across the experience.","Resolved integration issues between Unity frontend and AWS/Strapi backend.","Optimized Addressables and assets to reduce load times."]},{"id":"5","slug":"lazy-lovers","aliases":["5"],"role":"Unity Game Developer","companyOrContext":"Game Jam / Personal","categories":["Games","2D"],"cvClaims":["Rapid game jam prototyping","Co-op puzzle mechanics"],"title":"Lazy Lovers","shortDescription":"Mobile hypercasual maze game where you tilt your phone to guide a lazy sloth through hazards and reach his girlfriend.","innerDescription":"Genre & gameplay: Lazy Lovers is a hypercasual mobile maze game where players tilt their phone using gyroscope and accelerometer to guide a sloth through winding paths, avoid hazards, and reach the goal. Levels are short, simple, and focused on motion-based navigation rather than platforming or precision jumps.\n\nMy contributions: Implemented smooth tilt-based controls using gyroscope and accelerometer with filtering, dead zones, and physics mapping to ensure comfortable device motion. Designed and tuned maze layouts balanced around motion control readability. Integrated UI, feedback, and art assets collaborating with a small multidisciplinary team. Optimized physics behavior and frame pacing across a wide range of Android devices to improve responsiveness and reduce jitter during motion-controlled gameplay.","platforms":["Android"],"genre":"Puzzle","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.LazyLovers","appBrainUrl":"https://www.appbrain.com/app/lazy-lovers/com.FatCatGameStudio.LazyLovers","isXR":false,"images":["/images/projects/LazyLovers/0.webp","/images/projects/LazyLovers/1.webp","/images/projects/LazyLovers/2.webp","/images/projects/LazyLovers/3.webp","/images/projects/LazyLovers/4.webp","/images/projects/LazyLovers/5.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","Mobile Sensors"],"highlightedContributions":["Implemented tilt-based controls using gyroscope/accelerometer with filtering.","Designed and tuned maze layouts balanced for motion control.","Integrated UI, feedback, and art assets in a multidisciplinary team.","Optimized physics and frame pacing for Android devices."]},{"id":"6","slug":"slothys-pizza-master","aliases":["6"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Time management arcade loop","Mobile touch UI & performance tuning"],"title":"Slothy's Pizza Master","shortDescription":"Educational fractions game in the Slothy universe where you run a pizzeria, prepare orders, and solve math problems through interactive mini-games.","innerDescription":"Genre & gameplay: Slothy's Pizza Master is an educational game that teaches fractions through the fantasy of managing a pizzeria. Players prepare pizzas, fulfill customer orders, and solve fraction-based challenges embedded in the cooking and serving flow. The experience targets children and families, mixing casual play with curriculum-aligned math.\n\nMy contributions: Designed and implemented the core minigame framework used across the Slothy series, including round management, transitions, UI flows, and dialogue systems. Created fraction gameplay logic for pizza preparation and order validation, ensuring the math stayed clear and consistent with learning goals. Reused and extended shared systems to speed up development of new content and titles. Shipped on Android and WebGL, paying attention to performance, asset loading, and kid-friendly feedback.","platforms":["Android","Web"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","unityBuildPath":"/unity-builds/SlothysPizzaMaster/","buildWidth":1024,"buildHeight":576,"itchUrl":"https://fatcatgamestudio.itch.io/pizza-master","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.PizzaMaster","youtubeUrl":"https://youtu.be/5XpLHl2ZkQQ?si=Vx51pA-qjkNh77N-","appBrainUrl":"https://www.appbrain.com/app/com.FatCatGameStudio.PizzaMaster","isXR":false,"images":["/images/projects/PizzaMaster/1.webp","/images/projects/PizzaMaster/01.webp","/images/projects/PizzaMaster/0_1.webp","/images/projects/PizzaMaster/2.webp","/images/projects/PizzaMaster/3.webp","/images/projects/PizzaMaster/4.webp","/images/projects/PizzaMaster/5.webp","/images/projects/PizzaMaster/6.webp","/images/projects/PizzaMaster/7.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Designed and implemented the core minigame framework for the series.","Created fraction gameplay logic and order validation.","Extended shared systems to speed up development of new content.","Shipped on Android and WebGL with kid-friendly UI/UX."]},{"id":"7","slug":"slothys-bakery","aliases":["7"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Casual bakery simulation loop","2D skeletal animation integration"],"title":"Slothy's Bakery","shortDescription":"Educational baking game where you run a cozy bakery, follow recipes, and learn fractions, part of the Slothy series and awarded Google Play’s Teacher Approved badge.","innerDescription":"Genre & gameplay: Slothy's Bakery is an educational game where players manage a bakery, follow recipes, and solve fraction exercises in context while serving customers. It’s part of the Slothy universe and focuses on accessible, kid-friendly gameplay that reinforces math concepts through hands-on tasks.\n\nMy contributions: Built the game on top of the shared Slothy minigame architecture, extending it with new recipe flows, ingredient handling, and fraction mechanics. Tuned UI, pacing, and feedback to work well for children and educational environments. Ensured the codebase remained maintainable and reusable for future titles. The quality and structure of the experience contributed to the game being accepted into Google Play’s Teacher Approved program. Also worked on WebGL builds for testing and demonstrations.","platforms":["Android"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","itchUrl":"https://fatcatgamestudio.itch.io/slothys-bakery","unityBuildPath":"/unity-builds/SlothysBakery/","buildWidth":1024,"buildHeight":576,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.SlothysBakery","appBrainUrl":"https://www.appbrain.com/app/slothys-bakery/com.FatCatGameStudio.SlothysBakery","isXR":false,"images":["/images/projects/SlothysBakery/0_0.webp","/images/projects/SlothysBakery/0_1.webp","/images/projects/SlothysBakery/0.webp","/images/projects/SlothysBakery/1.webp","/images/projects/SlothysBakery/2.webp","/images/projects/SlothysBakery/3.webp","/images/projects/SlothysBakery/4.webp","/images/projects/SlothysBakery/5.webp","/images/projects/SlothysBakery/6.webp","/images/projects/SlothysBakery/7.webp","/images/projects/SlothysBakery/8.webp","/images/projects/SlothysBakery/9.webp","/images/projects/SlothysBakery/10.webp","/images/projects/SlothysBakery/11.webp","/images/projects/SlothysBakery/12.webp","/images/projects/SlothysBakery/13.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Built game on shared Slothy architecture, extending it with new recipes.","Tuned UI, pacing, and feedback for educational environments.","Ensured maintainable and reusable codebase for future titles.","Contributed to acceptance in Google Play’s Teacher Approved program."]},{"id":"8","slug":"car-simulator-phva","aliases":["8"],"role":"Unity XR & WebGL Developer","companyOrContext":"PHVA / Commercial","categories":["XR","VR","Industrial","Training","WebGL"],"cvClaims":["Defensive driving VR training","WebGL interactive simulation mode"],"title":"Car Simulator - PHVA","shortDescription":"VR car-driving training simulator for HTC Vive Pro focused on road safety, awareness, and safe driving procedures.","innerDescription":"Genre & gameplay: PHVA’s Car Simulator is a VR training module where users drive a car through controlled scenarios designed to teach safe driving habits and risk awareness. The focus is on correct behavior, hazard recognition, and following safety protocols rather than arcade-style action.\n\nMy contributions: Implemented the core driving logic, input handling and camera setup for HTC Vive Pro. Integrated the simulator into PHVA’s broader VR safety curriculum, aligning scenarios with training objectives. Tuned vehicle feel, UI prompts and scenario triggers to keep the experience clear for non-gamer trainees. Supported performance optimizations and adjustments to keep framerates and comfort within acceptable training standards.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://youtu.be/AvS-Q3gLib4?si=ua9dLOMgxADRTy_w","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/CarSimulator/1.mp4"],"techStack":["Unity","C#","VR","HTC Vive Pro","Logitech SDK"],"highlightedContributions":["Implemented core driving logic, input handling and camera setup.","Integrated simulator into safety curriculum scenarios.","Tuned vehicle feel, UI prompts and triggers for trainees.","Supported performance optimizations for consistent framerates."]},{"id":"9","slug":"fem-formando-emprendedores-del-manana","aliases":["9"],"role":"Unity Developer","companyOrContext":"Educational Client","categories":["Games","Education","Mobile"],"cvClaims":["Educational gamification for youth entrepreneurship","Interactive mini-games"],"title":"FEM – Formando Emprendedores del Mañana","shortDescription":"Gamified e-learning app that teaches values and basic economics to elementary and high school students for Plan International.","innerDescription":"Genre & gameplay: FEM – Formando Emprendedores del Mañana is a gamified educational app where students learn about values, entrepreneurship, and basic economics through interactive activities, quizzes, and media content on mobile devices.\n\nMy contributions: Maintained and extended the existing Unity app, implementing new features, bug fixes, and content updates while keeping Android and iOS versions in sync. Prepared store builds, configured resource loading pipelines using ScriptableObjects, and updated assets (videos, PDFs, activities) as the curriculum evolved. Fixed issues in quizzes, media viewing and online/offline handling to ensure a stable experience for schools using the app in varied connectivity conditions.","platforms":["Android","iOS"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"Grow by / Plan International","playstoreUrl":"https://play.google.com/store/apps/details?id=org.planinternational.emprendedoresdelmananafem&hl=en","isXR":false,"images":["/images/projects/Emprendedores/1.webp","/images/projects/Emprendedores/2.webp","/images/projects/Emprendedores/3.webp","/images/projects/Emprendedores/4.webp","/images/projects/Emprendedores/5.webp","/images/projects/Emprendedores/6.webp","/images/projects/Emprendedores/7.webp","/images/projects/Emprendedores/8.webp"],"techStack":["Unity","C#","Android","iOS"],"highlightedContributions":["Maintained and extended Unity app, ensuring Android/iOS feature parity.","Configured resource loading pipelines using ScriptableObjects.","Fixed issues in quizzes and media viewing for offline stability.","Prepared and managed store builds for mobile platforms."]},{"id":"10","slug":"kid-tarzan-bubble-pop-shooter","aliases":["10"],"role":"Unity Mobile Developer","companyOrContext":"Personal Project","categories":["Games","Mobile","Android"],"cvClaims":["Bubble shooter trajectory physics","Level progression algorithm"],"title":"Kid Tarzan: Bubble POP Shooter","shortDescription":"Casual iOS bubble shooter where you aim, pop bubbles, and rescue baby animals with boosters and rewards.","innerDescription":"Genre & gameplay: Kid Tarzan: Bubble POP Shooter is a classic bubble shooter game where players aim and fire colored bubbles to match groups and clear the board, framed around rescuing baby animals. The design targets short, satisfying sessions with simple controls and progressive difficulty.\n\nMy contributions: Worked on core bubble-shooting mechanics, booster behaviors, scoring and level progression flows. Helped shape UX around quick sessions with skippable flows and clear feedback. Ensured that gameplay logic, UI and transitions were robust enough for App Store submission and live players on iOS devices.","platforms":["iOS"],"genre":"Puzzle","state":"Published","ownership":"Client","appstoreUrl":"https://apps.apple.com/us/app/kid-tarzan-bubble-pop-shooter/id1486275840","isXR":false,"images":["/images/projects/KidTarzan/1.webp","/images/projects/KidTarzan/2.webp","/images/projects/KidTarzan/3.webp","/images/projects/KidTarzan/4.webp","/images/projects/KidTarzan/5.webp","/images/projects/KidTarzan/6.webp"],"techStack":["Unity","C#","iOS"],"highlightedContributions":["Worked on core bubble-shooting mechanics, boosters, and scoring.","Shaped UX/UI flows for quick, satisfying sessions.","Ensured robustness for App Store submission."]},{"id":"11","slug":"slothys-cafe","aliases":["11"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Restaurant arcade management mechanics"],"title":"Slothy's Café","shortDescription":"Casual/educational mobile game in the Slothy universe that mixes cooking, café management, and light math content.","innerDescription":"Genre & gameplay: Slothy's Café is a casual cooking and management game where players serve drinks and snacks in a cozy café, with educational elements woven into ordering and preparation. It fits into the broader Slothy series as another kid-friendly, lightly educational title.\n\nMy contributions: Implemented core gameplay loops, UI screens, and feedback systems using the reusable Slothy architecture for dialogs, rounds, and transitions. Coordinated asset integration with art, UI/UX, music and programming collaborators. Ensured that game feel, pacing, and performance worked well on Android devices and aligned with the tone of the Slothy universe.","platforms":["Android"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","unityBuildPath":"/unity-builds/SlothysCafe/","buildWidth":1024,"buildHeight":576,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.SlothysCafe","appBrainUrl":"https://www.appbrain.com/app/slothys-cafe/com.FatCatGameStudio.SlothysCafe","isXR":false,"images":["/images/projects/SlothysCafe/1.webp","/images/projects/SlothysCafe/2.webp","/images/projects/SlothysCafe/3.webp","/images/projects/SlothysCafe/4.webp","/images/projects/SlothysCafe/5.webp","/images/projects/SlothysCafe/6.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android"],"highlightedContributions":["Implemented gameplay loops and UI using reusable architecture.","Coordinated asset integration with art, UX, and audio teams.","Ensured proper game feel and performance on Android devices."]},{"id":"12","slug":"match-the-runes","aliases":["12"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Match-3 grid swapping & match detection system"],"title":"Match the Runes","shortDescription":"Rune-themed memory match game (memorama) where you flip tiles and find matching pairs on Android.","innerDescription":"Genre & gameplay: Match the Runes is a classic memory game where players flip rune-inscribed tiles and try to remember positions to find matching pairs. The game is designed for short casual sessions and light cognitive training.\n\nMy contributions: Designed and implemented the full memorama loop, including card generation, reveal/match logic, and simple difficulty scaling. Built UI, transitions and feedback to make matches and mistakes visually clear. Shipped the game on Android with attention to load times and low-end device behavior.","platforms":["Android"],"genre":"Memory","state":"Published","ownership":"Personal","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.MatchTheRunes","appBrainUrl":"https://www.appbrain.com/app/memorama:-match-the-runes/com.FatCatGameStudio.MatchTheRunes","isXR":false,"images":["/images/projects/MatchRune/1.mp4","/images/projects/MatchRune/1.webp","/images/projects/MatchRune/2.webp","/images/projects/MatchRune/3.webp","/images/projects/MatchRune/4.webp","/images/projects/MatchRune/5.webp","/images/projects/MatchRune/6.webp"],"techStack":["Unity","C#","Android"],"highlightedContributions":["Designed and implemented full memorama loop and card generation.","Built UI, transitions and matches/mistakes feedback.","Shipped on Android with optimizations for low-end devices."]},{"id":"13","slug":"receptionist-vr-safety","aliases":["13","receptionist-accident-vr-safety-simulation","receptionist-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Office accident VR hazard identification","Interactive emergency response scenario","Meta Quest VR deployment"],"title":"Receptionist Accident – VR Safety Simulation","shortDescription":"VR safety training scenario for HTC Vive Pro simulating an accident at reception and how staff should respond.","innerDescription":"Genre & gameplay: The Receptionist Accident simulation is a VR training module where employees experience and respond to an accident at a reception area. The focus is on correct procedures, awareness, and post-incident actions rather than scoring or arcade mechanics.\n\nMy contributions: Implemented scenario flow, triggers, and scripted events around the reception accident narrative. Set up interactions, UI prompts, and guidance elements so trainees understand what to do at each step. Helped tune performance and visuals for HTC Vive Pro to keep the experience smooth and comfortable during training sessions.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://youtu.be/sVTioteXu-0?si=zK1YspC_U029Jul8","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/Receptionist/1.mp4","/images/projects/VR/Receptionist/1.webp","/images/projects/VR/Receptionist/2.webp","/images/projects/VR/Receptionist/3.webp","/images/projects/VR/Receptionist/4.webp","/images/projects/VR/Receptionist/5.webp","/images/projects/VR/Receptionist/6.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implemented scenario flow, triggers, and narrative events.","Set up guidance elements and UI prompts for trainees.","Tuned visual performance for a comfortable VR experience."]},{"id":"14","slug":"construction-vr-safety","aliases":["14","construction-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Construction site safety protocols VR","Scaffolding & fall hazard VR simulation","Meta Quest VR deployment"],"title":"Construction – VR Safety Simulation","shortDescription":"HTC Vive Pro VR simulation that trains workers to identify hazards and follow safe practices on a construction site.","innerDescription":"Genre & gameplay: The Construction VR module places trainees on a virtual construction site where they must recognize hazards, follow safety protocols, and complete tasks safely. It is part of a larger set of industrial safety training experiences.\n\nMy contributions: Implemented key interactions and scenario logic related to construction hazards and safety checks. Worked on environment setup, collision and trigger zones, and feedback elements that highlight correct or incorrect behavior. Contributed to performance tuning and user guidance to ensure the module was usable in real training contexts.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://www.youtube.com/watch?v=Y13UvcPWTFc&list=PLIxllgo3dV4VxBtL33EbfdjiufhTRNVM4&index=2","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/Construction/1.webp","/images/projects/Construction/2.webp","/images/projects/Construction/3.webp","/images/projects/Construction/4.webp","/images/projects/Construction/5.webp","/images/projects/Construction/6.webp","/images/projects/Construction/7.webp","/images/projects/Construction/8.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implemented key interactions and hazard recognition logic.","Set up environment collision, trigger zones, and safety checks.","Contributed to performance tuning and user guidance."]},{"id":"15","slug":"kitchen-vr-safety","aliases":["15","kitchen-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Commercial kitchen hazard VR training","Fire extinguisher & chemical safety interactions","Meta Quest VR deployment"],"title":"Kitchen Safety – VR Training","shortDescription":"Industrial kitchen VR safety simulator for HTC Vive Pro focusing on hazard detection, equipment handling, and safe workflows.","innerDescription":"Genre & gameplay: The Kitchen Safety VR module trains users to work safely in industrial kitchen environments by identifying risks, using equipment properly, and following safe workflows through interactive scenarios.\n\nMy contributions: Helped design and implement scenario flow, interactions with kitchen equipment, and hazard recognition mechanics. Tuned UI, prompts and pacing so non-gamer trainees could follow procedures. Supported optimization to keep framerate and comfort within acceptable bounds during extended training sessions.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://youtu.be/Chmrko5jd_Y?si=aZ5cZcs_ej3wgR60","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/AccKitchen/1.mp4","/images/projects/VR/AccKitchen/1.webp","/images/projects/VR/AccKitchen/2.webp","/images/projects/VR/AccKitchen/3.webp","/images/projects/VR/AccKitchen/4.webp","/images/projects/VR/AccKitchen/5.webp","/images/projects/VR/AccKitchen/6.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Designed and implemented scenario flow and equipment interactions.","Tuned UI and pacing for trainees with no gaming experience.","Supported optimization for sustained performance during training."]},{"id":"16","slug":"bus-driving-vr","aliases":["16","bus-driver-vr-simulator"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Passenger bus driver safety VR training","Vehicle cockpit interaction & mirrors simulation","Meta Quest VR deployment"],"title":"Bus Driver – VR Simulator","shortDescription":"Bus-driving VR simulator for HTC Vive Pro focused on safe driving habits, awareness, and reaction to events.","innerDescription":"Genre & gameplay: The Bus Driver VR module is a training experience where users operate a bus in simulated routes, with an emphasis on situational awareness, correct driving habits, and responding to unexpected events.\n\nMy contributions: Implemented driving controls, camera and environment interactions for the bus training scenario. Aligned event triggers and feedback with training objectives defined by PHVA. Assisted with tuning performance and comfort, ensuring the module could be used repeatedly in training sessions without excessive fatigue.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://youtu.be/2isEdj9tSPA?si=5VYL1MZMIbtBwJB5","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/BusDriver/1.webp","/images/projects/BusDriver/2.webp","/images/projects/BusDriver/3.webp","/images/projects/BusDriver/4.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implemented driving controls, camera, and environment interactions.","Aligned event triggers and feedback with training objectives.","Assisted with tuning performance and comfort for simulators."]},{"id":"17","slug":"vehicle-security","aliases":["17","vehicle-security-vr"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Vehicle inspection & security VR training","360 degree vehicle walkthrough inspection","Meta Quest VR deployment"],"title":"Vehicle Security – VR Training","shortDescription":"VR training module teaching vehicle security procedures, inspections, and hazard identification around vehicles.","innerDescription":"Genre & gameplay: Vehicle Security is a VR training experience focused on correct inspection routines and security procedures around parked or operational vehicles. Trainees move around vehicles, check key points, and follow defined protocols.\n\nMy contributions: Implemented inspection flows, hotspots, and interaction logic that guide users through the security checklist. Worked on UI prompts and outcome feedback so trainees know what they missed or completed correctly. Supported world layout and performance tuning to ensure consistent behavior during repeated training runs.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","youtubeUrl":"https://youtu.be/zur3A6A9b0c?si=d8j9UxwWSlty4CNc","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VehicleSecurity/1.webp","/images/projects/VehicleSecurity/2.webp","/images/projects/VehicleSecurity/3.webp","/images/projects/VehicleSecurity/4.webp","/images/projects/VehicleSecurity/5.webp","/images/projects/VehicleSecurity/6.webp","/images/projects/VehicleSecurity/7.webp","/images/projects/VehicleSecurity/8.webp","/images/projects/VehicleSecurity/9.webp","/images/projects/VehicleSecurity/10.webp","/images/projects/VehicleSecurity/11.webp","/images/projects/VehicleSecurity/12.webp","/images/projects/VehicleSecurity/13.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implemented inspection flows, hotspots, and interaction logic.","Worked on UI prompts and outcome feedback for trainees.","Supported world layout and performance tuning."]},{"id":"18","slug":"phva-altura","aliases":["18"],"role":"Unity XR Developer","companyOrContext":"PHVA","categories":["XR","VR","Industrial","Training"],"cvClaims":["Work at height harness & anchor inspection VR"],"title":"PHVA - Altura","shortDescription":"WebGL version of PHVA’s VR height-safety simulator, used to review and test risk-prevention scenarios without VR hardware (password: 987555).","innerDescription":"Genre & gameplay: PHVA - Altura (WebGL) is a desktop adaptation of a VR training module for working at heights. Users review risk-prevention scenarios and correct procedures from a browser, making the content easier to demonstrate and test.\n\nMy contributions: Ported core logic and flows from the VR height simulator into a WebGL build, adapting controls and camera behavior for desktop. Set up the password-protected flow (987555) for internal demos and tests. Helped ensure that performance and usability remained acceptable in a browser context.","platforms":["Web","VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/phva-alturaweb","youtubeUrl":"https://youtu.be/VWGS1u5J5N0?si=Vx51pA-qjkNh77N-","isXR":true,"vrPlatform":["Meta Quest 3","Meta Quest 2"],"images":["/images/projects/VR/Height/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Ported core VR logic and height scenarios to WebGL.","Adapted controls and camera behavior for mouse/keyboard.","Implemented password-gated demo flow for internal use.","Helped ensure performance and usability in browser."]},{"id":"19","slug":"phva-excavacion","aliases":["19"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Trench & excavation safety WebGL simulation"],"title":"PHVA - Excavación (WebGL)","shortDescription":"WebGL adaptation of PHVA’s excavation VR simulator, allowing browser-based review of safe digging practices (password: 987555).","innerDescription":"Genre & gameplay: PHVA - Excavación (WebGL) is a simplified browser version of the excavation safety VR module. It presents digging scenarios and best practices for safe operation in a format that can be reviewed without VR hardware.\n\nMy contributions: Adapted scene, logic and interactions from the excavation VR module into WebGL, adjusting input and camera systems for desktop. Implemented the password-gated demo flow (987555) and helped ensure stable builds suitable for client presentations and internal training.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/phva-excavacion","isXR":false,"images":["/images/projects/VR/Excavacion/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapted excavation scene, logic, and interactions to WebGL.","Adjusted input and camera systems for desktop experience.","Implemented secure demo access for client presentations.","Ensured stable builds for internal training usage."]},{"id":"20","slug":"phva-trabajos-en-caliente","aliases":["20"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Hot work welding safety WebGL simulation"],"title":"PHVA - Trabajos en Caliente (WebGL)","shortDescription":"WebGL version of a hot work safety VR simulator, focused on recognizing risks and following correct procedures in hot work environments (password: 987555).","innerDescription":"Genre & gameplay: PHVA - Trabajos en Caliente (WebGL) covers hot work safety through interactive scenarios delivered in a browser. Trainees identify hazards, follow procedure steps, and learn safe practices for tasks involving heat, sparks or flames.\n\nMy contributions: Adapted core hot work safety scenarios from the VR simulator to WebGL, implementing interaction logic, UI, and event flows tailored to desktop. Maintained the password-protected access for demo and testing. Supported polishing and stability improvements to make the build reliable for training and sales presentations.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/phva-trabajosencaliente","isXR":false,"images":["/images/projects/VR/Caliente/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Translated hot work safety scenarios from VR to WebGL.","Implemented interaction logic and UI flows for desktop.","Maintained password-protected access for testing.","Supported polishing and stability for sales demos."]},{"id":"21","slug":"phva-reconocimiento-electrico","aliases":["21"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Electrical hazard recognition WebGL simulation"],"title":"PHVA - Reconocimiento Eléctrico (WebGL)","shortDescription":"Web-based version of an electrical hazard recognition VR module, letting trainees identify risks and apply safe procedures via browser (password: 987555).","innerDescription":"Genre & gameplay: PHVA - Reconocimiento Eléctrico (WebGL) is an electrical risk recognition training experience adapted from VR to desktop. Users move through scenarios, identify electrical hazards, and choose appropriate responses.\n\nMy contributions: Ported the electrical recognition flow to WebGL, configuring interactions, states, and UI so users can complete sessions from any browser. Integrated password-based demo access (987555) and helped stabilize builds for demonstrations and training pilots.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/reconocimientoelectrico-demo","isXR":false,"images":["/images/projects/VR/Electric/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Ported electrical recognition flow to WebGL.","Configured interactions and UI for browser-based training.","Integrated password-based demo access.","Helped stabilize builds for pilot programs."]},{"id":"22","slug":"phva-espacios-confinados","aliases":["22"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Confined space safety entry protocol WebGL simulation"],"title":"PHVA - Espacios Confinados (WebGL)","shortDescription":"WebGL build of PHVA’s confined spaces VR training, reinforcing safety procedures and proper equipment usage in high-risk environments.","innerDescription":"Genre & gameplay: PHVA - Espacios Confinados (WebGL) lets trainees explore confined space scenarios from a desktop browser, reinforcing awareness of risks and correct steps when entering or working in such environments.\n\nMy contributions: Translated confined space training content from VR into a WebGL experience, adapting control schemes and camera behavior. Implemented flow, prompts and feedback so trainees can understand mistakes and correct actions. Helped ensure the build remained performant and stable for repeated internal and external demos.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/phva-espaciosconfinados","isXR":false,"images":["/images/projects/VR/Confinado/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapted confined space training content from VR to WebGL.","Implemented flow, prompts, and feedback for desktop users.","Helped ensure performance and stability for demos."]},{"id":"23","slug":"phva-medicina","aliases":["23"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Occupational health & first response WebGL simulation"],"title":"PHVA - Medicina (WebGL)","shortDescription":"WebGL version of a VR medical/surgery training module, focused on understanding procedures and correct sequence of actions.","innerDescription":"Genre & gameplay: PHVA - Medicina (WebGL) is a simplified desktop adaptation of a medical/surgery training experience originally built for VR. Users review procedure steps and correct action sequences in a browser-based environment.\n\nMy contributions: Adapted core procedure logic, flows and UI from VR to WebGL, making the content accessible without headsets. Tuned camera and interaction behavior for mouse/keyboard, and supported polishing and stability work so the demo could be used reliably for client presentations and tests.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","itchUrl":"https://fatcatgamestudio.itch.io/phva-medicina","isXR":false,"images":["/images/projects/VR/Operation/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapted core procedure logic and flows from VR to WebGL.","Tuned camera and interaction behavior for mouse/keyboard.","Supported polishing and stability for client presentations."]},{"id":"24","slug":"pukyu","aliases":["24"],"role":"Unity Game Developer","companyOrContext":"FatCat Game Studio","categories":["Games","2D","Platformer"],"cvClaims":["Cultural narrative 2D platformer","Custom art & mechanics integration"],"title":"Pukyu","shortDescription":"2D runner game where you sprint through handcrafted levels instead of infinite runs, designed for mobile and Web.","innerDescription":"Genre & gameplay: Pukyu is a 2D runner with finite, designed levels rather than endless generation. Players navigate through obstacles and hazards while learning patterns and timings across multiple stages.\n\nMy contributions: Implemented core running mechanics, collision handling and obstacle behaviors in Unity. Worked on level flow, simple UI and transitions to support a finite-level structure. Built and deployed a Web build to make the game easily shareable and testable.","platforms":["Web"],"genre":"Runner","state":"Prototype","ownership":"Client","itchUrl":"https://fatcatgamestudio.itch.io/runner2d","isXR":false,"images":["/images/projects/Pukyu/Pukyu_1.webp","/images/projects/Pukyu/Pukyu_2.webp","/images/projects/Pukyu/Pukyu_3.webp","/images/projects/Pukyu/Pukyu_4.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Implemented core running mechanics, collision, and obstacles.","Worked on level flow, UI, and transitions for finite levels.","Built and deployed Web version for testing and sharing."]},{"id":"25","slug":"mla-mutual-learning-academy","aliases":["25"],"role":"Unity Developer","companyOrContext":"Client Project","categories":["Games","Education","Mobile"],"cvClaims":["Gamified learning portal","Cross-platform mobile client"],"title":"MLA - Mutual Learning Academy","shortDescription":"Multi-course educational hub built as a white-label Unity platform with game-like training modules for regulatory compliance, deployed on Web, Android, and iOS.","innerDescription":"Genre & gameplay: Mutual Learning Academy (MLA) is a training hub that hosts multiple interactive, game-like courses for workforce education and regulatory compliance. Users access different modules, minigames, and learning flows from a single platform across Web, Android, and iOS.\n\nMy contributions: Contributed to building and maintaining the Unity-based hub using Addressables and ScriptableObjects to manage modular courses and content. Worked on UI navigation, loading flows and platform-specific behaviors for WebGL, Android and iOS. Helped ensure that mini-games and training modules integrated cleanly into the shared architecture, keeping the codebase maintainable as new content was added. Supported release and stabilization tasks for production deployments.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.mutualportal","isXR":false,"images":["/images/projects/MutualPortal/1.webp","/images/projects/MutualPortal/2.webp","/images/projects/MutualPortal/3.webp","/images/projects/MutualPortal/4.webp","/images/projects/MutualPortal/5.webp"],"techStack":["Unity","C#","Addressables","WebGL","Android","iOS"],"highlightedContributions":["Contributed to Unity-based hub architecture using Addressables.","Worked on UI navigation and platform-specific behaviors.","Integrated mini-games into the shared training architecture.","Supported release tasks for production deployments."]},{"id":"26","slug":"plaiup","aliases":["26"],"role":"Unity Developer","companyOrContext":"Client Project","categories":["Games","Mobile"],"cvClaims":["Mini-game collection framework"],"title":"Plaiup","shortDescription":"White-label variant of Mutual Learning Academy: a Unity-based educational platform delivering game-like workplace training on Web, Android, and iOS.","innerDescription":"Genre & gameplay: Plaiup is a branded version of the Mutual Learning Academy platform, delivering multiple training courses and game-inspired learning modules for different clients. Users access content through a unified hub that supports cross-platform deployments.\n\nMy contributions: Helped adapt the MLA foundation into a reusable white-label product, configuring content, branding, and flows for Plaiup. Worked on integrating existing mini-games, progression systems and content management with minimal code duplication. Addressed platform-specific issues for WebGL and mobile, and supported production releases for clients using the platform.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.plaiup","websiteUrl":"https://www.tgacompany.com/pages/es/plug_and_play_es.html","isXR":false,"images":["/images/projects/Plaiup/1.webp","/images/projects/Plaiup/2.webp","/images/projects/Plaiup/3.webp","/images/projects/Plaiup/4.webp","/images/projects/Plaiup/5.webp"],"techStack":["Unity","C#","WebGL","Android","iOS"],"highlightedContributions":["Helped adapt MLA foundation into a white-label product.","Integrated content and progression with minimal code duplication.","Addressed platform-specific issues for WebGL and mobile.","Supported production releases for various clients."]},{"id":"27","slug":"cosmic-crusade","aliases":["27"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","3D","Space"],"cvClaims":["Space shooter combat mechanics","Particle effects & audio design"],"title":"Cosmic Crusade","shortDescription":"3D real-time strategy game for PC/Mac with multiplayer built on Photon PUN2, featuring unit control, combat, and synchronized sessions.","innerDescription":"Genre & gameplay: Cosmic Crusade is a 3D RTS where players command units, manage positioning, and engage in real-time combat across sci-fi maps. The game supports multiplayer sessions where players face each other in strategic battles.\n\nMy contributions: Worked on core RTS gameplay systems including unit commands, movement and combat behaviors. Implemented multiplayer flows with Photon PUN2, handling room logic, synchronization of units and session lifecycle management. Contributed to performance optimizations and fixing gameplay issues during client development.","platforms":["PC","Mac"],"genre":"RTS","state":"Prototype","ownership":"Client","youtubeUrl":"https://www.youtube.com/watch?v=D2LsQh4TaU0","isXR":false,"images":["/images/projects/CosmicCrusade/1.mp4"],"techStack":["Unity","C#","Photon PUN2"],"highlightedContributions":["Worked on core RTS gameplay: unit commands, movement, and combat.","Implemented multiplayer flows and synchronization with Photon PUN2.","Contributed to performance optimizations and bug fixes."]},{"id":"28","slug":"vr-language-cafe","aliases":["28"],"role":"Unity XR Developer","companyOrContext":"Commercial Prototype","categories":["XR","VR","Education","Training"],"cvClaims":["Social VR language conversation prototype","Spatial audio & voice prompt interaction","Meta Quest VR hardware deployment"],"title":"VR Language Café","shortDescription":"VR language practice prototype for Meta Quest where you talk with AI-driven NPCs in English and Spanish using Gemini and Google STT/TTS.","innerDescription":"Genre & gameplay: VR Language Café is an experimental educational experience where players enter a virtual café and have spoken conversations with AI-powered NPCs to practice English and Spanish. Each character reacts to player input, creating a low-pressure environment to practice speaking and listening.\n\nMy contributions: Designed and implemented the full interaction pipeline on Meta Quest, integrating Gemini with Google speech-to-text and text-to-speech services. Routed voice input to text, sent it to the LLM, and played responses back with basic avatar lip-sync. Focused on interaction flow, UX, and robustness of the AI loop so users could hold natural-feeling conversations inside VR. Tuned the prototype for smooth performance on Quest 2 and 3.","platforms":["VR"],"genre":"Educational","state":"Prototype","youtubeUrl":"https://youtu.be/Ay-tyMY5-9A","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3","Meta Quest 2"],"images":["/images/projects/VRLanguageCafe/1.mp4","/images/projects/VRLanguageCafe/VRLanguageCafe_1.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_2.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_3.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_4.webp"],"techStack":["Unity","C#","VR","Meta Quest 3","Google Gemini","Speech-to-Text"],"highlightedContributions":["Designed and implemented full interaction pipeline: Voice to LLM to Speech.","Focused on interaction flow and robustness for natural conversations.","Tuned performance for smooth operation on Quest devices."]},{"id":"29","slug":"homefront-siege","aliases":["29"],"role":"Unity XR / MR Specialist","companyOrContext":"Prototype","categories":["XR","MR","VR","Games"],"cvClaims":["Mixed Reality passthrough spatial placement","Meta Quest 3 Passthrough & spatial mesh alignment","Tower defense spatial hand/controller interaction"],"title":"Homefront Siege: Mixed Reality Tower Defense","shortDescription":"Mixed reality tower defense prototype on Quest 3 where you scan your room, place turrets on real floors, and watch enemies path around your furniture.","innerDescription":"Genre & gameplay: Homefront Siege is a mixed reality tower defense game where your real room becomes the battlefield. The system scans floors, finds valid spots, and lets you place turrets in your actual environment while enemies path around furniture toward their target.\n\nMy contributions: Built the core MR gameplay using MRUK on Meta Quest 3, including room scanning, floor detection, and turret placement via pinch-and-place interactions. Implemented dynamic NavMesh baking around real-world obstacles so enemies could path around furniture. Structured enemies, waves and projectiles using ScriptableObjects and object pooling to keep performance stable in MR. Focused on building a flexible, systems-driven foundation for future MR tower defense experiments.","platforms":["XR"],"genre":"Tower Defense","state":"Prototype","youtubeUrl":"https://youtube.com/shorts/bieHktIiedw","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/HomefrontSiege/1.mp4","/images/projects/HomefrontSiege/HomefrontSiege_1.webp","/images/projects/HomefrontSiege/HomefrontSiege_2.webp","/images/projects/HomefrontSiege/HomefrontSiege_3.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","MRUK"],"highlightedContributions":["Built core MR gameplay using MRUK for room scanning and placement.","Implemented dynamic NavMesh baking on real-world furniture.","Structured enemy waves using ScriptableObjects and object pooling."]},{"id":"30","slug":"mercedes-benz-mr-car-showcase","aliases":["30"],"role":"Unity XR Specialist","companyOrContext":"Commercial Prototype","categories":["XR","MR","Commercial"],"cvClaims":["Mercedes-Benz MR vehicle placement on Meta Quest 3","Spatial UI menu & real-time car color customization","Passthrough spatial surface anchoring"],"title":"Mercedes-Benz MR Car Showcase","shortDescription":"Mixed reality car showroom for Quest 3 where you place a full-scale Mercedes-Benz in your room, change trims/colors, and ask questions via voice.","innerDescription":"Genre & gameplay: The Mercedes-Benz MR Car Showcase is an interactive mixed reality experience that lets users spawn a full-scale car in their real space, walk around it, change visual trims and colors, and interact with it using floating UI panels and voice.\n\nMy contributions: Implemented core MR interactions using Unity XR Interaction Toolkit for both hand tracking and controllers on Meta Quest 3. Built the placement flow, color/trim switching UI, and object interaction behavior. Integrated a Gemini-based STT/TTS pipeline so users could ask questions and receive spoken answers inside the headset, including a custom audio path for playing responses. Collaborated with the team to keep performance and visual quality aligned with showroom expectations.","platforms":["XR"],"genre":"Interactive Showcase","state":"Prototype","youtubeUrl":"https://youtu.be/avSMVDT3thI","ownership":"Company","ownerName":"Onikom / Mercedes-Benz","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/XRCarShowcase/XRCarShowcase_1.webp","/images/projects/XRCarShowcase/XRCarShowcase_2.webp","/images/projects/XRCarShowcase/XRCarShowcase_3.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","XR Interaction Toolkit","Google Gemini"],"highlightedContributions":["Implemented core MR interactions using XR Interaction Toolkit.","Built placement flow, color switching UI, and voice assistant features.","Integrated Gemini-based STT/TTS pipeline for Q&A."]},{"id":"31","slug":"xr-furniture-fitter","aliases":["31"],"role":"Unity XR Specialist","companyOrContext":"Commercial Prototype","categories":["XR","MR","AR"],"cvClaims":["Interior furniture spatial MR layout preview","Real-time raycast surface snap on Meta Quest 3"],"title":"XR Furniture Fitter","shortDescription":"Mixed reality furniture placement tool for Quest 3 where you browse a catalog, place and rotate furniture on real surfaces, and save layouts with anchors.","innerDescription":"Genre & gameplay: XR Furniture Fitter is a utility-style MR prototype for interior visualization. Users browse a catalog of furniture, place and adjust items on real floors and walls, and save layouts in their physical space for later sessions.\n\nMy contributions: Developed the core furniture placement and manipulation systems on Meta Quest 3, using Depth API for floor/wall detection. Implemented object placement, rotation and removal with both controllers and hand interactions. Integrated OVR Spatial Anchors to persist layouts between sessions. Structured the prototype as a systems-focused foundation for future interior design and space-planning experiences.","platforms":["XR"],"genre":"Utility","state":"Prototype","youtubeUrl":"https://youtu.be/3OONXLHtJuE","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/XRFurnitureFitter/XRFurnitureFitter_1.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_2.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_3.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_4.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_5.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_6.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","Depth API","Spatial Anchors"],"highlightedContributions":["Developed furniture placement and manipulation utilizing Depth API.","Implemented object persistence between sessions using Spatial Anchors.","Structured prototype as a scalable foundation for interior design tools."]},{"id":"32","slug":"gothicvania","aliases":["32"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","2D"],"cvClaims":["Action platformer combat & animation state machine"],"title":"GothicVania","shortDescription":"2D metroidvania-style combat prototype built in Unity to explore combat flow, VFX, and camera/Timeline-driven moments.","innerDescription":"Genre & gameplay: GothicVania is an action-adventure prototype inspired by metroidvanias, focusing on combat feel, enemy encounters, and atmospheric presentation. Players fight enemies, explore small environments, and experience scripted moments.\n\nMy contributions: Created combat systems using Unity animation, Timeline, and VFX to iterate on hit reactions, camera shakes and enemy feedback. Implemented basic enemy AI, state handling and encounter setups. Used the project as a testbed for improving my approach to combat feel, pacing, and visual feedback in 2D action games.","platforms":["Web"],"genre":"Action-Adventure","ownership":"Personal","state":"Prototype","itchUrl":"https://fatcatgamestudio.itch.io/gothicvania","youtubeUrl":"https://youtu.be/6Kr_jJgU5Lk?si=3AWxxtBVTJJQTiWt","isXR":false,"images":["/images/projects/GothicVania/GothicVania_1.mp4","/images/projects/GothicVania/GothicVania_2.webp","/images/projects/GothicVania/GothicVania_3.webp","/images/projects/GothicVania/GothicVania_4.webp","/images/projects/GothicVania/GothicVania_5.webp","/images/projects/GothicVania/GothicVania_6.webp","/images/projects/GothicVania/GothicVania_7.webp"],"techStack":["Unity","C#","2D Animation","Timeline"],"highlightedContributions":["Created systems using Unity Animation, Timeline, and VFX for combat feel.","Implemented enemy AI, state handling, and encounter logic.","Used project to iterate on pacing and visual feedback."]},{"id":"33","slug":"cover-it-with-chocolate","aliases":["33"],"role":"Unity Developer","companyOrContext":"Game Jam","categories":["Games","Arcade"],"cvClaims":["Physics dipping simulation"],"title":"Cover it with Chocolate!","shortDescription":"Web puzzle game where you draw straight-line paths to spread chocolate and cover the entire board without overlapping incorrectly.","innerDescription":"Genre & gameplay: Cover it with Chocolate! is a grid-based puzzle game where players must plan paths to cover every tile with chocolate using straight-line movements. The challenge comes from avoiding overlaps and dead ends while still painting the entire board.\n\nMy contributions: Designed and implemented grid logic, path validation and win/lose conditions in Unity. Built UI and feedback (sounds, visuals) to make path drawing and mistakes easy to understand. Packaged the prototype as a WebGL build for browser play and feedback collection.","platforms":["Web"],"genre":"Puzzle","state":"Prototype","unityBuildPath":"/unity-builds/chocolateWay/","buildWidth":1280,"buildHeight":720,"itchUrl":"https://burningal15.itch.io/revenge-fishing-reboot","ownership":"Personal","isXR":false,"images":["/images/projects/CoverIt/1.mp4","/images/projects/CoverIt/Coverit_1.webp","/images/projects/CoverIt/Coverit_2.webp","/images/projects/CoverIt/Coverit_3.webp","/images/projects/CoverIt/Coverit_4.webp","/images/projects/CoverIt/Coverit_5.webp","/images/projects/CoverIt/Coverit_6.webp","/images/projects/CoverIt/Coverit_7.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Designed grid logic, path validation, and win/lose conditions.","Built UI and feedback systems for path drawing mechanics.","Packaged prototype as a WebGL build for easy sharing."],"sourceCodeUrl":"https://github.com/BurningAl15/SlidingPuzzle"},{"id":"34","slug":"fox-and-hedgehog-2d","aliases":["34"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","2D"],"cvClaims":["Character mechanics & level flow"],"title":"Fox's Tale","shortDescription":"2D platformer created as a teaching example for Unity/game design classes, showcasing core platforming concepts.","innerDescription":"Genre & gameplay: Fox's Tale is a simple 2D platformer featuring basic movement, jumping, enemies and checkpoints, built specifically as a teaching tool.\n\nMy contributions: Designed and developed the entire project as an educational sample, using it in classes and tutorials to explain movement, collision, enemies, level design and basic polish. Focused on writing clear, readable code and structuring scenes in a way that students could easily follow and extend.","platforms":["Web"],"genre":"Platformer","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/foxs-tale","isXR":false,"images":["/images/projects/FoxsTale/1.mp4","/images/projects/FoxsTale/2.mp4","/images/projects/FoxsTale/FoxsTale_1.webp","/images/projects/FoxsTale/FoxsTale_2.webp","/images/projects/FoxsTale/FoxsTale_3.webp","/images/projects/FoxsTale/FoxsTale_4.webp","/images/projects/FoxsTale/FoxsTale_5.webp","/images/projects/FoxsTale/FoxsTale_6.webp"],"techStack":["Unity","C#"],"highlightedContributions":["Developed entire project as an educational sample for classes.","Focused on writing clear, readable code for students.","Implemented core platforming mechanics to demonstrate best practices."],"sourceCodeUrl":"https://github.com/BurningAl15/Platformer2d"},{"id":"38","slug":"harvest-defense","aliases":["38"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Strategy"],"cvClaims":["Grid placement & wave spawner system"],"title":"Harvest Defense","shortDescription":"Hybrid tower defense/action prototype where you protect your harvest using seeds that can be shot or planted as defensive units.","innerDescription":"Genre & gameplay: Harvest Defense is a prototype that mixes tower defense and action. Players defend crops from incoming threats by planting seeds as static defenses or firing them directly at enemies, managing limited resources and positioning.\n\nMy contributions: Implemented core gameplay systems including planting, shooting, enemy waves and basic resource management. Used the project as a playground to explore hybrid game loops, pacing, and the impact of different control schemes and enemy patterns.","platforms":["Web"],"genre":"Tower Defense","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/harvest-defense","isXR":false,"images":["/images/projects/HarvestDefense/HarvestDefense_1.webp","/images/projects/HarvestDefense/HarvestDefense_2.webp","/images/projects/HarvestDefense/HarvestDefense_3.webp","/images/projects/HarvestDefense/HarvestDefense_4.webp","/images/projects/HarvestDefense/HarvestDefense_5.webp"],"techStack":["Construct 3","HTML5","2D"],"technologies":["Construct 3","HTML5"],"highlightedContributions":["Implemented core systems including planting, shooting, and waves.","Explored hybrid mechanics combining action and tower defense.","Iterated on control schemes and resource management."]},{"id":"36","slug":"memories","aliases":["36"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Memory card logic & UI feedback"],"title":"Memories","shortDescription":"Narrative-driven jam game created for Lima Game Jam, exploring memories, choices, and consequences.","innerDescription":"Genre & gameplay: Memories is a short narrative adventure built under game jam constraints. Players move through scenes that explore memory and decision-making, with simple interactions supporting the story.\n\nMy contributions: Co-created the concept and implemented the gameplay and narrative flow in Unity during the jam. Focused on getting a complete, polished loop within tight time limits, including basic UI, transitions and atmospheric elements.","platforms":["Web"],"genre":"Narrative Adventure","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memories","isXR":false,"images":["/images/projects/Memories/Memories_1.webp","/images/projects/Memories/Memories_2.webp","/images/projects/Memories/Memories_3.webp","/images/projects/Memories/Memories_4.webp","/images/projects/Memories/Memories_5.webp","/images/projects/Memories/Memories_6.webp","/images/projects/Memories/Memories_7.webp","/images/projects/Memories/Memories_8.webp","/images/projects/Memories/Memories_9.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Co-created concept and implemented narrative flow.","Focused on delivering a complete, polished loop within jam limits.","Implemented UI, transitions, and atmospheric elements."]},{"id":"37","slug":"land-of-the-free","aliases":["37"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","3D"],"cvClaims":["3D environment traversal"],"title":"Land of the Free","shortDescription":"Unity game jam project made for Lima Game Jam, built around the event’s theme with a complete, small-scale gameplay loop.","innerDescription":"Genre & gameplay: Land of the Free is a jam-scale adventure that interprets the event’s theme through simple mechanics and clear goals, delivering a complete experience in a short playtime.\n\nMy contributions: Participated in concept, prototyping and implementation of the gameplay loop using Unity. Helped ensure the project reached a shippable state during the jam, with basic UI, feedback and scene flow in place.","platforms":["Web"],"genre":"Adventure","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/land-of-the-free","isXR":false,"images":["/images/projects/LandOfFree/LandOfFree_1.webp","/images/projects/LandOfFree/LandOfFree_2.webp","/images/projects/LandOfFree/LandOfFree_3.webp","/images/projects/LandOfFree/LandOfFree_4.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Participated in concept and implementation of gameplay loop.","Ensured project reached a shippable state for the jam.","Implemented basic UI, feedback, and scene flow."]},{"id":"41","slug":"giant-trucks-race","aliases":["41"],"role":"Unity Developer","companyOrContext":"Personal Tech Demo","categories":["Games","3D","PC"],"cvClaims":["Unity High Definition Render Pipeline (HDRP) vehicle physics demo"],"title":"Giant Trucks Race - Unity HDRP","shortDescription":"Racing prototype built in Unity HDRP where you drive massive construction trucks using a custom Logitech G29 wheel integration.","innerDescription":"Genre & gameplay: Giant Trucks Race is a racing prototype featuring oversized construction trucks rendered using Unity HDRP. Players drive heavy, large-scale vehicles around a track, with emphasis on weighty handling, exaggerated scale, and HDRP visual fidelity.\n\nMy contributions: Developed a custom steering wheel input parser for the Logitech G29 (wheel, pedals, gear detection) and created a tailored vehicle controller tuned for the unique weight and inertia of giant trucks. Implemented gear shifting, acceleration, and turning logic. Experimented with HDRP lighting, materials, and scene composition to explore realistic visuals. Used the prototype as a sandbox to test vehicle feel, hardware integration, and performance considerations in Unity.","platforms":["PC"],"genre":"Racing","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/pC-KCDSGUVk?si=dtM-vg0bMjbgI2cB","isXR":false,"images":["/images/projects/GiantTruckRace/1.mp4"],"techStack":["Unity","C#","HDRP","Logitech SDK"],"highlightedContributions":["Developed custom steering wheel input parser for Logitech G29.","Created tailored vehicle controller tuned for heavy truck physics.","Experimented with HDRP lighting and visual fidelity."]},{"id":"39","slug":"memory-pulse","aliases":["39"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Audio-visual pattern recognition game loop"],"title":"Memory Pulse","shortDescription":"Simon Says–style memory game built in Unity 6.2 where you repeat sequences of lights and sounds as difficulty ramps up.","innerDescription":"Genre & gameplay: Memory Pulse is a minimalist memory game inspired by Simon Says. Players watch a sequence of lights and sounds and must repeat it correctly, with the pattern getting longer and more demanding over time.\n\nMy contributions: Built the full state machine for sequence generation, playback and input validation in Unity 6.2. Tuned timing, feedback and difficulty scaling to keep runs fair but challenging. Packaged the game as a polished WebGL/mobile-friendly prototype, focusing on clean architecture and maintainable code as a small, focused project.","platforms":["Web","Android"],"genre":"Memory","state":"Production","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memory-pulse","unityBuildPath":"/unity-builds/MemoryPulse/","buildWidth":720,"buildHeight":1280,"isXR":false,"images":["/images/projects/MemoryPulse/1.mp4"],"techStack":["Unity","C#","WebGL","Android"],"highlightedContributions":["Built full state machine for sequence generation and validation.","Tuned timing, feedback, and difficulty scaling.","Packaged game as a polished WebGL/mobile prototype."]},{"id":"40","slug":"gravity-runner","aliases":["40"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Arcade"],"cvClaims":["Gravity inversion mechanic & endless runner spawner"],"title":"Gravity Runner","shortDescription":"Endless runner prototype made in Godot where you flip gravity to navigate obstacles and survive as long as possible.","innerDescription":"Genre & gameplay: Gravity Runner is an endless runner where the core twist is flipping gravity to avoid hazards and navigate the level layout. The game challenges players to time gravity switches to survive as speed and complexity increase.\n\nMy contributions: Developed the prototype in Godot, implementing gravity-flip mechanics, hazards and basic procedural layout. Used the project to explore Godot’s workflow, scene system and Web export pipeline, while maintaining a clean and readable code structure.","platforms":["Web"],"genre":"Endless Runner","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memory-pulse","godotBuildPath":"/godot-builds/GravityRunner/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/GravityRunner/1.mp4","/images/projects/GravityRunner/2.webp","/images/projects/GravityRunner/3.webp","/images/projects/GravityRunner/4.webp"],"techStack":["Godot","GDScript","WebGL"],"highlightedContributions":["Developed prototype in Godot, implementing gravity-flip mechanics.","Explored Godot workflow and Web export pipeline.","Maintained clean and readable code structure."],"sourceCodeUrl":"https://github.com/BurningAl15/GravityRunner2D"},{"id":"44","slug":"pig-year-food-fight","aliases":["44"],"role":"Unity Developer","companyOrContext":"Game Jam","categories":["Games","Arcade"],"cvClaims":["Local multiplayer mechanics"],"title":"Pig Year Food Fight","shortDescription":"Chaotic food fight game in the FatCat/Slothy universe where characters throw food around in fast-paced matches.","innerDescription":"Genre & gameplay: Pig Year Food Fight is a lighthearted action game centered on fast-paced food fights between characters, fitting into the same universe as Lazy Lovers and the Slothy titles. Matches are short, visual, and focused on fun rather than complex systems.\n\nMy contributions: Contributed to gameplay implementation, UI flows and integration of art, UI/UX and audio created by the team. Helped ensure that interactions felt responsive and readable on mobile devices and that the project aligned visually and tonally with the rest of the FatCat Game Studio portfolio.","platforms":["Android"],"genre":"Action","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","isXR":false,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.PigYearFF","images":["/images/projects/PigYear_Falta/0.webp","/images/projects/PigYear_Falta/0_1.webp","/images/projects/PigYear_Falta/1.webp","/images/projects/PigYear_Falta/2.webp","/images/projects/PigYear_Falta/3.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android"],"highlightedContributions":["Contributed to gameplay implementation and UI flows.","Integrated art, UI/UX, and audio created by the team.","Ensured responsive and readable interactions on mobile."]},{"id":"45","slug":"cheffxr","aliases":["45"],"role":"Unity XR Developer","companyOrContext":"XR Prototype","categories":["XR","VR","Training"],"cvClaims":["VR interactive culinary cooking steps & spatial hand tracking","Meta Quest VR hardware deployment"],"title":"CheffXR","shortDescription":"XR cooking assistant for Meta Quest 3 that scans your ingredients, suggests recipes, and guides you step-by-step through cooking.","innerDescription":"Genre & gameplay: CheffXR is a mixed reality utility prototype where users look at their real table or fridge, scan available ingredients, and receive recipe suggestions. Once a recipe is chosen, the app guides the user step-by-step through preparation with timers and visual instructions.\n\nMy contributions: Worked as an XR engineer on Meta Quest 3, focusing on interactions, UI flows and integration with the Recipe Recommendation Engine (RRE). Implemented XR UI for browsing and selecting recipes, and helped connect to OpenAI-based services used to generate recipe images and suggestions. Collaborated with other XR engineers and leads responsible for ingredient recognition, timers and voice AI to deliver a cohesive prototype.","platforms":["XR"],"genre":"Utility","state":"Prototype","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/CheffXR/ChefXR.mp4"],"team":[{"name":"Daniel O","role":"Team Lead\nIngredient recognition using computer vision"},{"name":"Aishah G","role":"Co-Lead\nProject management\nRecipe Recommendation Engine (RRE)"},{"name":"Hemachandran B","role":"XR Engineer\nTimer mechanism for cooking"},{"name":"Brian Benjamin P","role":"XR Engineer\nSteps engine for recipe preparation. Voice AI with Eleven Labs"}],"techStack":["Unity","C#","MR","Meta Quest 3","OpenAI","Computer Vision"],"highlightedContributions":["Implemented XR UI for browsing and selecting recipes.","Connected OpenAI-based services for recipe generation.","Collaborated on integration of ingredient recognition technology."]},{"id":"46","slug":"piano-tiles-vr","aliases":["46"],"role":"Unity XR Developer","companyOrContext":"XR Prototype","categories":["XR","VR","Games"],"cvClaims":["3D Spatial audio rhythm gameplay on Meta Quest VR"],"title":"Piano Tiles VR","shortDescription":"Rhythm-based VR/MR Piano Tiles game where you physically step on giant piano keys in sync with the music.","innerDescription":"Genre & gameplay: Piano Tiles VR is a rhythm game concept where the floor is covered with oversized piano tiles, and players physically move and jump across them to hit notes in time with the music. The MVP targets three musical worlds with different difficulties, supporting both full VR and passthrough modes with safety features.\n\nMy contributions: Focused on system design for level difficulty, including tile size, beat variations, and data structures for merging music and gameplay files. Helped design tools and logic that control how patterns are generated and how difficulty scales, enabling designers to iterate faster on rhythm and layout. Worked closely with the rest of the team handling tile spawning, visuals, safety boundaries and haptics to keep the experience cohesive.","platforms":["XR"],"genre":"Rhythm","state":"Prototype","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/PianoTiles/PianoTiles.mp4"],"team":[{"name":"Heather M","role":"Piano tiles spawning, alignment to beat, merging files"},{"name":"Maria T","role":"UI and 3D graphics development"},{"name":"Vijay K","role":"Safety boundary, haptic feedback, locomotion"}],"techStack":["Unity","C#","MR","Meta Quest 3"],"highlightedContributions":["Focused on system design for level difficulty and beat alignment.","Designed tools for pattern generation and scaling.","Merged music and gameplay files for cohesive experience."]},{"id":"47","slug":"darius-the-tribute","aliases":["47"],"role":"Unity Developer","companyOrContext":"Personal Fan Project","categories":["Games","2D"],"cvClaims":["Classic horizontal shmup pattern recreation"],"title":"Darius the Tribute","shortDescription":"Shoot 'em up prototype made in Godot where you control the silver falcon to survive hordes of enemies in the space.","innerDescription":"Genre & gameplay: Darius the Tribute is a shoot 'em up where you control the silver falcon to survive hordes of enemies in the space. The game features a simple yet engaging gameplay where players must dodge incoming projectiles and destroy enemies.","platforms":["Web"],"genre":"Shoot 'em up","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/uTza5516KE0?si=JO5SU1MRcO6abuUo","itchUrl":"https://fatcatgamestudio.itch.io/darius-the-tribute","godotBuildPath":"/godot-builds/Darius/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/Darius/1.mp4"],"techStack":["Godot","GDScript","WebGL"],"highlightedContributions":["Implemented core shoot 'em up mechanics and projectile systems.","Created enemy patterns and player control behavior.","Replicated classic arcade feel in Godot."],"sourceCodeUrl":"https://github.com/BurningAl15/snes-darius-tribute-godot"},{"id":"48","slug":"ufo-to-the-rescue","aliases":["48"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Arcade"],"cvClaims":["Tractor beam physics & target capture mechanics"],"title":"UFO to the Rescue!","shortDescription":"Join Al'ilsh in this puzzle-platformer prototype as he rescues his orb-transformed friends using abduction mechanics and logic.","innerDescription":"Join Al'ilsh on his adventure to recover his friends who were captured and turned into orbs. You must use all your skills and logic to navigate through challenging situations – it won't be easy! The game introduces an alien arriving from space to rescue his friends, scattered as orbs across a new world. This prototype level showcases basic mechanics including movement, jumping, object manipulation (grab/drop), and enhanced waypoints featuring a unique abduction mechanic.","platforms":["Web"],"genre":"Platform/Puzzle","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/dmPXrIlLz1I?si=_1pU26R03pFUl5SD","itchUrl":"https://fatcatgamestudio.itch.io/ufo-to-the-rescue","unityBuildPath":"/unity-builds/UFO/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/UFO/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Implemented core platforming and puzzle mechanics.","Created object manipulation system (grab/drop/abduct).","Designed level waypoints and player character behavior."],"sourceCodeUrl":"https://github.com/BurningAl15/CutePlatformer2d"}],"es":[{"id":"valid_ar","slug":"valid-ar","title":"ValidAR / AssemblAR","shortDescription":"App de validación industrial AR para iOS y Android, integrando VisionLib y OpenCV para guiar operarios en flujos de inspección.","innerDescription":"Género y jugabilidad: ValidAR / AssemblAR es una aplicación de realidad aumentada industrial diseñada para asistir a operarios en validaciones de campo. Reemplaza los checklists manuales permitiendo posicionar y validar modelos 3D contra objetos físicos reales para asegurar un ensamblaje correcto.\n\nMis contribuciones: Ingresé a un proyecto legacy de 4 años que sufría de deuda técnica severa (scripts monolíticos de 5k líneas) y plazos de entrega agresivos. Unifiqué dos flujos AR dispares: Android (usando OpenCV y posicionamiento manual) e iOS (integrando VisionLib para tracking automatizado). Superé fricciones organizacionales removiendo bloqueadores heredados disfuncionales sin romper producción. Simplifiqué radicalmente la experiencia de usuario (UX), pasando de una rotación torpe basada en botones a gestos táctiles intuitivos para la alineación espacial. Entregué actualizaciones estables para iOS y Android, abstrayendo con éxito los diferentes SDKs (VisionLib/OpenCV) y sincronizando los resultados de inspección con Firebase.","platforms":["iOS","Android","AR"],"genre":"Simulation","state":"Production","ownership":"Company","ownerName":"TSC Innovations","isXR":true,"arPlatform":["iOS ARKit","Android ARCore"],"images":["/images/projects/valid_ar/1_opt.mp4","/images/projects/valid_ar/2_opt.mp4"],"techStack":["Unity","C#","VisionLib","OpenCV","ARFoundation","Firebase"],"highlightedContributions":["Rescaté y estabilicé un proyecto AR legacy de 4 años con severa deuda técnica.","Integré VisionLib (iOS) y OpenCV (Android) en un flujo de aplicación unificado.","Mejoré el UX espacial reemplazando rotaciones por botones con gestos táctiles.","Abstraje SDKs de AR dispares y sincronicé datos de inspección estructurados hacia Firebase."]},{"id":"prearmar","slug":"prearmar","title":"PREARMAR_2 (AR Quality Control)","shortDescription":"App móvil AR industrial para control de calidad. Permite superponer modelos 3D estructurales, medir piezas in situ y grabar evidencia auditable sin conexión.","innerDescription":"Género y jugabilidad: PREARMAR_2 es una aplicación B2B de Realidad Aumentada industrial utilizada en plantas de construcción. Superpone modelos 3D (como mallas de acero o columnas) en espacios físicos, permite la medición milimétrica de piezas y graba evidencia en video para trazabilidad y aseguramiento de calidad.\n\nMis contribuciones: Ingresé a un código legado masivo e inestable con scripts monolíticos de más de 8,000 líneas. Contribuí fuertemente a la capa de modernización junto al equipo para aislar la deuda técnica. Mi ownership directo se centró en la optimización de la escena, asegurar el funcionamiento de la grabación de video y la correcta subida de datos al endpoint. Además, implementé un lector QR que permite a los operarios escanear y cargar modelos/obras directamente, eliminando la fricción de buscar manualmente en listas, agilizando enormemente el flujo de trabajo en terreno. Actualmente trabajo en optimizar el listado de obras agregando debounce y mejoras de rendimiento de UI. También implementé la lógica de medición AR, manejando conversiones matemáticas de escala local a real sin romper los cálculos heredados. Entregué una versión estable y funcional en producción para el cliente.","platforms":["Android","AR"],"genre":"Simulation","state":"Production","ownership":"Company","ownerName":"TSC Innovations","isXR":true,"arPlatform":["Android ARCore"],"images":["/images/projects/prearmar/1_opt.mp4","/images/projects/prearmar/2_opt.mp4"],"techStack":["Unity","C#","ARFoundation","Firebase","Google Cloud","Crashlytics"],"highlightedContributions":["Contribuí al rescate de un proyecto legacy monolítico de 8k líneas trabajando en su capa de modernización.","Implementé un flujo por código QR que elimina las búsquedas manuales, acelerando el trabajo en terreno.","Arreglé la integración de video y aseguré la transmisión confiable de datos hacia endpoints REST.","Optimicé el rendimiento de UI (debounce, listas) e implementé herramientas precisas de medición AR."]},{"id":"0","slug":"revenge-fishing","aliases":["0"],"role":"Unity Game Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Unity","2D"],"cvClaims":["Unity 2D physics engine setup","Arcade game loop & touch controls","Sound & VFX triggers"],"title":"Revenge Fishing","shortDescription":"Prototipo de acción/pesca 2D donde juegas como una ballena vengativa, volcando barcos y lanzando pescadores en un mar impulsado por físicas.","innerDescription":"Género y jugabilidad: Revenge Fishing es un juego de acción 2D donde controlas una ballena en un caótico puerto pesquero. Los barcos se mueven sobre una superficie de agua dinámica mientras los pescadores intentan pescar; tu objetivo es arrastrarlos al mar, destruir barcos y crear tanto caos como sea posible sin romper la fantasía física central. El foco está en un ritmo arcade, reacciones exageradas y destrucción satisfactoria.\n\nMis contribuciones: Co-lideré el reinicio completo de un proyecto estancado, reconstruyendo los sistemas centrales desde cero. Implementé físicas de barcos y pescadores, usando una mezcla de rigidbodies dinámicos y cinemáticos, ajusté joints y colliders para mantener el caos legible y estable, y creé el movimiento de la superficie del agua impulsado por shaders. Diseñé e implementé sistemas de interacción para los ataques de la ballena, integré object pooling para barcos y pescadores, y ayudé a dar forma a los power-ups y comportamientos de dificultad. También aporté al ritmo de los niveles y restricciones técnicas para mantener el rendimiento del prototipo en builds Web.","platforms":["Web"],"genre":"Action","state":"Prototype","ownership":"Company","ownerName":"Unbreakable Group","itchUrl":"https://unbreakable-interactive.itch.io/revenge-fishing-wip","isXR":false,"images":["/images/projects/RevengeFishing/1.mp4","/images/projects/RevengeFishing/RevengeFishing_1.webp","/images/projects/RevengeFishing/RevengeFishing_2.webp","/images/projects/RevengeFishing/RevengeFishing_3.webp","/images/projects/RevengeFishing/RevengeFishing_4.webp","/images/projects/RevengeFishing/RevengeFishing_5.webp"],"team":[{"name":"Steven Feldman","role":"Programming / Game Design"},{"name":"Israel Feldman","role":"Management"}],"techStack":["Unity","C#","HLSL","WebGL"],"highlightedContributions":["Co-lideré el reinicio completo del proyecto, reconstruyendo sistemas centrales desde cero.","Implementé físicas 2D complejas para barcos y pescadores usando rigidbodies y joints.","Creé el movimiento de la superficie del agua e interacción impulsada por shaders personalizados.","Integré object pooling y optimicé el rendimiento para builds Web."]},{"id":"1","slug":"running-late","aliases":["1"],"role":"Unity Game Developer","companyOrContext":"Unbreakable Interactive","categories":["Games","Unity","PC","Steam"],"cvClaims":["Released commercial product on Steam","Procedural level chunk generation & gap fixes","Input buffering & coyote time physics tuning","Steam API & telemetry integration"],"title":"Running Late","shortDescription":"Juego de plataformas 2D de ritmo rápido lanzado en Steam donde corres a través de niveles ensamblados procedimentalmente, buscando controles precisos y flujo speedrun.","innerDescription":"Género y jugabilidad: Running Late es un platformer 2D vertiginoso enfocado en la velocidad, precisión y rejugabilidad. Los niveles se ensamblan proceduralmente a partir de fragmentos modulares, creando recorridos variados con peligros y saltos ajustados para reinicios rápidos y speedrunning.\n\nMis contribuciones: Co-lideré el desarrollo técnico, transformando un prototipo en una base de código escalable y lista para producción (Production-Ready). Implementé un sistema de generación procedural determinístico basado en Seeds (`RandomSeedController`), permitiendo a los jugadores compartir niveles exactos y competir en leaderboards locales. Para lograr un 'Game Feel' perfecto, invertí la dependencia del Animator de Unity: las físicas y el Rigidbody2D dictan directamente las animaciones, eliminando cualquier sensación visual de 'resbalar'. Diseñé una arquitectura de UI modular desacoplada y construí un robusto pipeline de telemetría (`AnalyticsManager`) que rastrea las coordenadas de derrota por semilla para balancear la dificultad con datos reales. Además, garanticé que el proyecto fuera multiplataforma desde el día cero, implementando controles híbridos e integraciones nativas para PC, Android e iOS.","platforms":["PC","Web","Linux","Android","iOS"],"genre":"Platformer","state":"Released","ownership":"Company","ownerName":"Unbreakable Interactive","steamUrl":"https://store.steampowered.com/app/3012920/Running_Late/","youtubeUrl":"https://www.youtube.com/watch?v=5oAgxFN7tb8","isXR":false,"images":["/images/projects/RunningLate/1.mp4"],"changelog":[{"date":"2025","title":"Prototipo Inicial","description":"Prototipo inicial del juego de plataformas 2D demostrando las mecánicas base, la generación procedural y pruebas de 'game feel'.","youtubeUrl":"https://www.youtube.com/watch?v=hbqYSJbvcXM","images":["/images/projects/RunningLate/1.old_prototype.mp4"]},{"date":"2026 - Presente","version":"Versión Final Comercial","title":"Lanzamiento en Steam & Motor Speedrun","description":"Lanzamiento comercial completo en Steam con apartado visual renovado, motor de animación basado en físicas 2D, controles híbridos multiplataforma y marcadores globales.","youtubeUrl":"https://www.youtube.com/watch?v=5oAgxFN7tb8","images":["/images/projects/RunningLate/1.mp4"]}],"techStack":["Unity","C#","Steam API","PC","Linux","Android","iOS"],"highlightedContributions":["Programé un sistema de generación procedural determinístico mediante Seeds para speedrunning y leaderboards.","Desacoplé la lógica de animación, controlando el Animator puramente mediante físicas 2D para un Game Feel perfecto.","Diseñé una arquitectura UI modular y un pipeline de telemetría para el balanceo de niveles basado en datos.","Implementé controles híbridos multiplataforma y plugins nativos para despliegue en PC, Android e iOS."]},{"id":"2","slug":"forklift-simulator","aliases":["2","forklifter"],"role":"Unity XR Developer","companyOrContext":"VROPS / Industrial Client","categories":["XR","VR","Industrial","Training"],"cvClaims":["Heavy machinery VR simulation for Meta Quest 2 & PC VR","Physics-driven forklift steering & hydraulic fork system","Industrial safety task assessment"],"title":"Simulador de Montacargas","shortDescription":"Entrenador de seguridad de montacargas VR para HTC Vive Pro donde conduces un montacargas con un volante Logitech G29 en escenarios de almacén realistas.","innerDescription":"Género y jugabilidad: Forklift Simulator es una experiencia de entrenamiento VR enfocada en la seguridad laboral y la operación correcta de montacargas. Los aprendices conducen a través de escenarios industriales, navegan espacios estrechos y realizan maniobras que refuerzan hábitos de conducción segura, conciencia espacial y prevención de accidentes.\n\nMis contribuciones: Lideré el desarrollo en Unity del simulador, apuntando a HTC Vive Pro durante un período sin soporte oficial de Logitech G29. Implementé un puente de entrada personalizado para leer señales crudas de volante, pedales y cambios, luego las calibré y mapeé a un controlador específico de montacargas. Diseñé y ajusté el comportamiento del vehículo para sentirse creíble en VR mientras permanecía accesible para el entrenamiento. Optimicé escenas mediante fusión de mallas, bakeado de luces y culling cuidadoso para mantener ~90 FPS y reducir el mareo por movimiento. Colaboré estrechamente con el artista 3D y los interesados para alinear la simulación con los requisitos de seguridad reales.","platforms":["VR"],"genre":"Simulation","state":"Published","youtubeUrl":"https://youtu.be/rTlQ_gJg6Bc?si=CauEICtHxxjAQYSN","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/Forklifter/1.mp4"],"techStack":["Unity","C#","VR","HTC Vive Pro","Logitech SDK"],"highlightedContributions":["Lideré el desarrollo en Unity apuntando a HTC Vive Pro.","Implementé un puente de entrada personalizado para volante, pedales y cambios Logitech G29.","Diseñé el comportamiento del vehículo para ser creíble pero accesible en VR.","Optimicé el rendimiento (merging, baking) para mantener 90 FPS."]},{"id":"3","slug":"mix2word","aliases":["3"],"role":"Unity Mobile Developer","companyOrContext":"Personal Project","categories":["Games","Mobile","Android","iOS"],"cvClaims":["Word puzzle grid algorithm","Localization & monetization setup"],"title":"Mix2Word","shortDescription":"Juego de puzles móvil y web donde adivinas la palabra formada combinando dos imágenes, usando un conjunto de letras para construir la respuesta.","innerDescription":"Género y jugabilidad: Mix2Word es un juego de puzles 2D inspirado en la mecánica clásica de 2-pics-1-word. Cada nivel muestra dos imágenes que insinúan un concepto o palabra, y los jugadores deben formar la respuesta correcta usando un conjunto de letras disponibles. El juego está diseñado para sesiones cortas, dificultad progresiva y juego casual en móvil y Web.\n\nMis contribuciones: Diseñé e implementé el bucle completo del juego en Unity, incluyendo flujo de niveles, lógica de pistas y UI/UX para selección de letras y retroalimentación. Construí un sistema de contenido basado en datos para palabras, pares de imágenes y pistas, facilitando agregar o ajustar contenido sin cambios de código. Implementé progresión, guardado/carga y ganchos de economía básica para futura monetización. Lancé el juego en Android y WebGL con atención al uso de memoria y rendimiento de carga.","platforms":["Android","Web"],"genre":"Puzzle","ownership":"Personal","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGame.Mix2Word&pcampaignid=web_share","isXR":false,"images":["/images/projects/Mix2Word/1.jpg","/images/projects/Mix2Word/2.jpg","/images/projects/Mix2Word/3.jpg","/images/projects/Mix2Word/4.jpg","/images/projects/Mix2Word/5.jpg","/images/projects/Mix2Word/6.jpg"],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Diseñé e implementé el bucle completo del juego, flujo de niveles y lógica de pistas.","Construí un sistema de contenido basado en datos para fácil adición de palabras e imágenes.","Implementé sistemas de progresión, guardado/carga y ganchos de economía.","Lancé en Android y WebGL con optimizaciones de rendimiento."]},{"id":"4","slug":"johannas-vision","aliases":["4"],"role":"Unity WebGL Developer","companyOrContext":"Client Project","categories":["Games","Web","WebGL"],"cvClaims":["Interactive WebGL narrative","Memory & texture optimization for web browsers"],"title":"Johanna's Vision","shortDescription":"Juego narrativo e-learning donde Johanna usa sus visiones del pasado para investigar la muerte de su hermano relacionada con el fentanilo, entregado en WebGL, Android e iOS.","innerDescription":"Género y jugabilidad: Johanna’s Vision es un juego educativo basado en historia que sigue a Johanna mientras descubre qué llevó a la sobredosis de fentanilo de su hermano. Los jugadores se mueven a través de escenas interactivas, conversaciones y minijuegos que enseñan sobre abuso de sustancias, toma de decisiones y consecuencias. La experiencia mezcla narrativa, puzles ligeros y contenido educativo en un formato e-learning ramificado.\n\nMis contribuciones: Serví como uno de los principales desarrolladores Unity en el proyecto, actuando como propietario técnico para estabilización y entrega. Reescribí lógica de minijuegos, arreglé bucles de juego rotos e implementé flujos de UI y transiciones de escena a través de toda la experiencia. Depuré y resolví problemas entre la integración frontend de Unity y backend AWS/Strapi. Estabilicé un framework interno de TGA que cambiaba frecuentemente limpiando prefabs, arreglando referencias de assets y eliminando errores de consola. Optimicé Addressables, texturas y scripts para reducir tiempos de carga y mejorar rendimiento en tiempo de ejecución. Construí herramientas internas para buscar y validar grandes ResourceCollections, y ayudé a lanzar el título en WebGL, Android e iOS bajo plazos ajustados y miembros de equipo rotativos.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.fentanyl","websiteUrl":"https://home.johannasvision.com/","appstoreUrl":"https://apps.apple.com/us/app/johannas-vision/id6469810341","isXR":false,"images":["/images/projects/JohannasVision/JohanasVision.mp4","/images/projects/JohannasVision/JohannasVision_1.webp","/images/projects/JohannasVision/JohannasVision_2.webp","/images/projects/JohannasVision/JohannasVision_3.webp","/images/projects/JohannasVision/JohannasVision_4.webp","/images/projects/JohannasVision/JohannasVision_5.webp","/images/projects/JohannasVision/JohannasVision_6.webp","/images/projects/JohannasVision/JohannasVision_7.webp"],"techStack":["Unity","C#","WebGL","Android","iOS","AWS","Addressables"],"highlightedContributions":["Propietario técnico para estabilización y entrega en WebGL, Android e iOS.","Arreglé bucles de juego rotos e implementé flujos de UI en toda la experiencia.","Resolví problemas de integración entre frontend Unity y backend AWS/Strapi.","Optimicé Addressables y assets para reducir tiempos de carga."]},{"id":"5","slug":"lazy-lovers","aliases":["5"],"role":"Unity Game Developer","companyOrContext":"Game Jam / Personal","categories":["Games","2D"],"cvClaims":["Rapid game jam prototyping","Co-op puzzle mechanics"],"title":"Lazy Lovers","shortDescription":"Juego de laberinto móvil hipercasual donde inclinas tu teléfono para guiar a un perezoso a través de peligros y alcanzar a su novia.","innerDescription":"Género y jugabilidad: Lazy Lovers es un juego de laberinto móvil hipercasual donde los jugadores inclinan su teléfono usando giroscopio y acelerómetro para guiar a un perezoso a través de caminos sinuosos, evitar peligros y alcanzar la meta. Los niveles son cortos, simples y enfocados en navegación basada en movimiento en lugar de plataformas o saltos precisos.\n\nMis contribuciones: Implementé controles suaves basados en inclinación usando giroscopio y acelerómetro con filtrado, zonas muertas y mapeo de física para asegurar movimiento cómodo del dispositivo. Diseñé y ajusté diseños de laberintos balanceados alrededor de la legibilidad del control de movimiento. Integré UI, feedback y assets de arte colaborando con un pequeño equipo multidisciplinario. Optimicé comportamiento físico y ritmo de cuadros a través de una amplia gama de dispositivos Android para mejorar la respuesta y reducir jitter durante el gameplay controlado por movimiento.","platforms":["Android"],"genre":"Puzzle","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.LazyLovers","appBrainUrl":"https://www.appbrain.com/app/lazy-lovers/com.FatCatGameStudio.LazyLovers","isXR":false,"images":["/images/projects/LazyLovers/0.webp","/images/projects/LazyLovers/1.webp","/images/projects/LazyLovers/2.webp","/images/projects/LazyLovers/3.webp","/images/projects/LazyLovers/4.webp","/images/projects/LazyLovers/5.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","Mobile Sensors"],"highlightedContributions":["Implementé controles basados en inclinación usando giroscopio/acelerómetro con filtrado.","Diseñé y ajusté niveles de laberinto balanceados para control por movimiento.","Integré UI, feedback y assets de arte en un equipo multidisciplinario.","Optimicé físicas y ritmo de cuadros para dispositivos Android."]},{"id":"6","slug":"slothys-pizza-master","aliases":["6"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Time management arcade loop","Mobile touch UI & performance tuning"],"title":"Slothy's Pizza Master","shortDescription":"Juego educativo de fracciones en el universo Slothy donde diriges una pizzería, preparas pedidos y resuelves problemas matemáticos a través de minijuegos interactivos.","innerDescription":"Género y jugabilidad: Slothy's Pizza Master es un juego educativo que enseña fracciones a través de la fantasía de gestionar una pizzería. Los jugadores preparan pizzas, cumplen pedidos de clientes y resuelven desafíos basados en fracciones integrados en el flujo de cocina y servicio. La experiencia apunta a niños y familias, mezclando juego casual con matemáticas alineadas al currículo.\n\nMis contribuciones: Diseñé e implementé el framework central de minijuegos usado a través de la serie Slothy, incluyendo gestión de rondas, transiciones, flujos de UI y sistemas de diálogo. Creé lógica de juego de fracciones para preparación de pizzas y validación de pedidos, asegurando que las matemáticas se mantuvieran claras y consistentes con los objetivos de aprendizaje. Reutilicé y extendí sistemas compartidos para acelerar el desarrollo de nuevo contenido y títulos. Lancé en Android y WebGL, prestando atención al rendimiento, carga de assets y feedback amigable para niños.","platforms":["Android","Web"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","unityBuildPath":"/unity-builds/SlothysPizzaMaster/","buildWidth":1024,"buildHeight":576,"itchUrl":"https://fatcatgamestudio.itch.io/pizza-master","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.PizzaMaster","youtubeUrl":"https://youtu.be/5XpLHl2ZkQQ?si=Vx51pA-qjkNh77N-","appBrainUrl":"https://www.appbrain.com/app/com.FatCatGameStudio.PizzaMaster","isXR":false,"images":["/images/projects/PizzaMaster/1.webp","/images/projects/PizzaMaster/01.webp","/images/projects/PizzaMaster/0_1.webp","/images/projects/PizzaMaster/2.webp","/images/projects/PizzaMaster/3.webp","/images/projects/PizzaMaster/4.webp","/images/projects/PizzaMaster/5.webp","/images/projects/PizzaMaster/6.webp","/images/projects/PizzaMaster/7.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Diseñé e implementé el framework central de minijuegos para la serie.","Creé la lógica de juego de fracciones y validación de pedidos.","Extendí sistemas compartidos para acelerar el desarrollo de nuevo contenido.","Lancé en Android y WebGL con UI/UX amigable para niños."]},{"id":"7","slug":"slothys-bakery","aliases":["7"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Casual bakery simulation loop","2D skeletal animation integration"],"title":"Slothy's Bakery","shortDescription":"Juego educativo de repostería donde diriges una panadería acogedora, sigues recetas y aprendes fracciones, parte de la serie Slothy y galardonado con la insignia Teacher Approved de Google Play.","innerDescription":"Género y jugabilidad: Slothy's Bakery es un juego educativo donde los jugadores gestionan una panadería, siguen recetas y resuelven ejercicios de fracciones en contexto mientras sirven a clientes. Es parte del universo Slothy y se enfoca en jugabilidad accesible y amigable para niños que refuerza conceptos matemáticos a través de tareas prácticas.\n\nMis contribuciones: Construí el juego sobre la arquitectura compartida de minijuegos Slothy, extendiéndola con nuevos flujos de recetas, manejo de ingredientes y mecánicas de fracciones. Ajusté UI, ritmo y feedback para funcionar bien para niños y entornos educativos. Aseguré que el código base permaneciera mantenible y reutilizable para futuros títulos. La calidad y estructura de la experiencia contribuyeron a que el juego fuera aceptado en el programa Teacher Approved de Google Play. También trabajé en builds WebGL para pruebas y demostraciones.","platforms":["Android"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","itchUrl":"https://fatcatgamestudio.itch.io/slothys-bakery","unityBuildPath":"/unity-builds/SlothysBakery/","buildWidth":1024,"buildHeight":576,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.SlothysBakery","appBrainUrl":"https://www.appbrain.com/app/slothys-bakery/com.FatCatGameStudio.SlothysBakery","isXR":false,"images":["/images/projects/SlothysBakery/0_0.webp","/images/projects/SlothysBakery/0_1.webp","/images/projects/SlothysBakery/0.webp","/images/projects/SlothysBakery/1.webp","/images/projects/SlothysBakery/2.webp","/images/projects/SlothysBakery/3.webp","/images/projects/SlothysBakery/4.webp","/images/projects/SlothysBakery/5.webp","/images/projects/SlothysBakery/6.webp","/images/projects/SlothysBakery/7.webp","/images/projects/SlothysBakery/8.webp","/images/projects/SlothysBakery/9.webp","/images/projects/SlothysBakery/10.webp","/images/projects/SlothysBakery/11.webp","/images/projects/SlothysBakery/12.webp","/images/projects/SlothysBakery/13.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android","WebGL"],"highlightedContributions":["Construí el juego sobre la arquitectura Slothy compartida, extendiéndola con nuevas recetas.","Ajusté UI, ritmo y feedback para entornos educativos.","Aseguré una base de código mantenible y reutilizable para futuros títulos.","Contribuí a la aceptación en el programa Teacher Approved de Google Play."]},{"id":"8","slug":"car-simulator-phva","aliases":["8"],"role":"Unity XR & WebGL Developer","companyOrContext":"PHVA / Commercial","categories":["XR","VR","Industrial","Training","WebGL"],"cvClaims":["Defensive driving VR training","WebGL interactive simulation mode"],"title":"Simulador de Conducción - PHVA","shortDescription":"Simulador de entrenamiento de conducción de coches VR para HTC Vive Pro enfocado en seguridad vial, conciencia y procedimientos de conducción segura.","innerDescription":"Género y jugabilidad: El Simulador de Coche de PHVA es un módulo de entrenamiento VR donde los usuarios conducen un coche a través de escenarios controlados diseñados para enseñar hábitos de conducción segura y conciencia de riesgos. El enfoque está en el comportamiento correcto, reconocimiento de peligros y segumiento de protocolos de seguridad en lugar de acción estilo arcade.\n\nMis contribuciones: Implementé la lógica central de conducción, manejo de entrada y configuración de cámara para HTC Vive Pro. Integré el simulador en el currículo de seguridad VR más amplio de PHVA, alineando escenarios con objetivos de entrenamiento. Ajusté la sensación del vehículo, avisos de UI y disparadores de escenarios para mantener la experiencia clara para aprendices no jugadores. Apoyé optimizaciones de rendimiento y ajustes para mantener tasas de cuadros y confort dentro de estándares de entrenamiento aceptables.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://youtu.be/AvS-Q3gLib4?si=ua9dLOMgxADRTy_w","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/CarSimulator/1.mp4"],"techStack":["Unity","C#","VR","HTC Vive Pro","Logitech SDK"],"highlightedContributions":["Implementé lógica central de conducción, manejo de entrada y configuración de cámara.","Integré el simulador en escenarios del currículo de seguridad.","Ajusté la sensación del vehículo, avisos de UI y disparadores para aprendices.","Apoyé optimizaciones de rendimiento para tasas de cuadros consistentes."]},{"id":"9","slug":"fem-formando-emprendedores-del-manana","aliases":["9"],"role":"Unity Developer","companyOrContext":"Educational Client","categories":["Games","Education","Mobile"],"cvClaims":["Educational gamification for youth entrepreneurship","Interactive mini-games"],"title":"FEM – Formando Emprendedores del Mañana","shortDescription":"App e-learning gamificada que enseña valores y economía básica a estudiantes de primaria y secundaria para Plan International.","innerDescription":"Género y jugabilidad: FEM – Formando Emprendedores del Mañana es una app educativa gamificada donde los estudiantes aprenden sobre valores, emprendimiento y economía básica a través de actividades interactivas, cuestionarios y contenido multimedia en dispositivos móviles.\n\nMis contribuciones: Mantuve y extendí la app Unity existente, implementando nuevas características, correcciones de errores y actualizaciones de contenido mientras mantenía sincronizadas las versiones de Android e iOS. Preparé builds de tienda, configuré tuberías de carga de recursos usando ScriptableObjects y actualicé assets (videos, PDFs, actividades) a medida que el currículo evolucionaba. Arreglé problemas en cuestionarios, visualización de medios y manejo online/offline para asegurar una experiencia estable para escuelas usando la app en condiciones de conectividad variadas.","platforms":["Android","iOS"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"Grow by / Plan International","playstoreUrl":"https://play.google.com/store/apps/details?id=org.planinternational.emprendedoresdelmananafem&hl=es","isXR":false,"images":["/images/projects/Emprendedores/1.webp","/images/projects/Emprendedores/2.webp","/images/projects/Emprendedores/3.webp","/images/projects/Emprendedores/4.webp","/images/projects/Emprendedores/5.webp","/images/projects/Emprendedores/6.webp","/images/projects/Emprendedores/7.webp","/images/projects/Emprendedores/8.webp"],"techStack":["Unity","C#","Android","iOS"],"highlightedContributions":["Mantuve y extendí la app Unity, asegurando paridad de características Android/iOS.","Configuré tuberías de carga de recursos usando ScriptableObjects.","Arreglé problemas en cuestionarios y visualización de medios para estabilidad offline.","Preparé y gestioné builds de tienda para plataformas móviles."]},{"id":"10","slug":"kid-tarzan-bubble-pop-shooter","aliases":["10"],"role":"Unity Mobile Developer","companyOrContext":"Personal Project","categories":["Games","Mobile","Android"],"cvClaims":["Bubble shooter trajectory physics","Level progression algorithm"],"title":"Kid Tarzan: Bubble POP Shooter","shortDescription":"Bubble shooter casual para iOS donde apuntas, explotas burbujas y rescatas crías de animales con boosters y recompensas.","innerDescription":"Género y jugabilidad: Kid Tarzan: Bubble POP Shooter es un juego clásico de disparar burbujas donde los jugadores apuntan y disparan burbujas de colores para emparejar grupos y limpiar el tablero, enmarcado alrededor de rescatar crías de animales. El diseño apunta a sesiones cortas y satisfactorias con controles simples y dificultad progresiva.\n\nMis contribuciones: Trabajé en mecánicas centrales de disparo de burbujas, comportamientos de boosters, puntuación y flujos de progresión de nivel. Ayudé a dar forma a la UX alrededor de sesiones rápidas con flujos saltables y feedback claro. Aseguré que la lógica de juego, UI y transiciones fueran lo suficientemente robustas para envío a App Store y jugadores en vivo en dispositivos iOS.","platforms":["iOS"],"genre":"Bubble Shooter","state":"Published","ownership":"Client","appstoreUrl":"https://apps.apple.com/us/app/kid-tarzan-bubble-pop-shooter/id1486275840","isXR":false,"images":["/images/projects/KidTarzan/1.webp","/images/projects/KidTarzan/2.webp","/images/projects/KidTarzan/3.webp","/images/projects/KidTarzan/4.webp","/images/projects/KidTarzan/5.webp","/images/projects/KidTarzan/6.webp"],"techStack":["Unity","C#","iOS"],"highlightedContributions":["Trabajé en mecánicas centrales de disparo de burbujas, boosters y puntuación.","Di forma a flujos de UX/UI para sesiones rápidas y satisfactorias.","Aseguré robustez para el envío a la App Store."]},{"id":"11","slug":"slothys-cafe","aliases":["11"],"role":"Unity Mobile Developer","companyOrContext":"FatCat Game Studio","categories":["Games","Mobile","Android"],"cvClaims":["Restaurant arcade management mechanics"],"title":"Slothy’s Café","shortDescription":"Juego móvil casual/educativo en el universo Slothy que mezcla cocina, gestión de café y contenido matemático ligero.","innerDescription":"Género y jugabilidad: Slothy's Café es un juego casual de cocina y gestión donde los jugadores sirven bebidas y bocadillos en un café acogedor, con elementos educativos tejidos en el pedido y preparación. Encaja en la serie Slothy más amplia como otro título amigable para niños y ligeramente educativo.\n\nMis contribuciones: Implementé bucles centrales de juego, pantallas de UI y sistemas de feedback usando la arquitectura reutilizable Slothy para diálogos, rondas y transiciones. Coordiné integración de assets con colaboradores de arte, UI/UX, música y programación. Aseguré que la sensación de juego, ritmo y rendimiento funcionaran bien en dispositivos Android y se alinearan con el tono del universo Slothy.","platforms":["Android"],"genre":"Educational","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","unityBuildPath":"/unity-builds/SlothysCafe/","buildWidth":1024,"buildHeight":576,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.SlothysCafe","appBrainUrl":"https://www.appbrain.com/app/slothys-cafe/com.FatCatGameStudio.SlothysCafe","isXR":false,"images":["/images/projects/SlothysCafe/1.webp","/images/projects/SlothysCafe/2.webp","/images/projects/SlothysCafe/3.webp","/images/projects/SlothysCafe/4.webp","/images/projects/SlothysCafe/5.webp","/images/projects/SlothysCafe/6.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android"],"highlightedContributions":["Implementé bucles de juego y UI usando arquitectura reutilizable.","Coordiné la integración de assets con equipos de arte, UX y audio.","Aseguré una sensación de juego y rendimiento adecuados en dispositivos Android."]},{"id":"12","slug":"match-the-runes","aliases":["12"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Match-3 grid swapping & match detection system"],"title":"Match the Runes","shortDescription":"Juego de memoria con temática de runas (memorama) donde volteas fichas y encuentras pares coincidentes en Android.","innerDescription":"Género y jugabilidad: Match the Runes es un juego de memoria clásico donde los jugadores voltean fichas inscritas con runas e intentan recordar posiciones para encontrar pares coincidentes. El juego está diseñado para sesiones casuales cortas y entrenamiento cognitivo ligero.\n\nMis contribuciones: Diseñé e implementé el bucle completo de memorama, incluyendo generación de cartas, lógica de revelación/emparejamiento y escalado de dificultad simple. Construí UI, transiciones y feedback para hacer coincidencias y errores visualmente claros. Lancé el juego en Android con atención a tiempos de carga y comportamiento en dispositivos de gama baja.","platforms":["Android"],"genre":"Memory","state":"Published","ownership":"Personal","playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.MatchTheRunes","appBrainUrl":"https://www.appbrain.com/app/memorama:-match-the-runes/com.FatCatGameStudio.MatchTheRunes","isXR":false,"images":["/images/projects/MatchRune/1.mp4","/images/projects/MatchRune/1.webp","/images/projects/MatchRune/2.webp","/images/projects/MatchRune/3.webp","/images/projects/MatchRune/4.webp","/images/projects/MatchRune/5.webp","/images/projects/MatchRune/6.webp"],"techStack":["Unity","C#","Android"],"highlightedContributions":["Diseñé e implementé el bucle completo de memorama y generación de cartas.","Construí UI, transiciones y retroalimentación de coincidencias/errores.","Lancé en Android con optimizaciones para dispositivos de gama baja."]},{"id":"13","slug":"receptionist-vr-safety","aliases":["13","receptionist-accident-vr-safety-simulation","receptionist-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Office accident VR hazard identification","Interactive emergency response scenario","Meta Quest VR deployment"],"title":"Receptionist Accident – VR Safety Simulation","shortDescription":"Escenario de entrenamiento de seguridad VR para HTC Vive Pro simulando un accidente en recepción y cómo el personal debe responder.","innerDescription":"Género y jugabilidad: La simulación de Accidente en Recepción es un módulo de entrenamiento VR donde los empleados experimentan y responden a un accidente en un área de recepción. El enfoque está en procedimientos correctos, conciencia y acciones post-incidente en lugar de puntuación o mecánicas arcade.\n\nMis contribuciones: Implementé flujo de escenario, disparadores y eventos guionados alrededor de la narrativa del accidente en recepción. Configuré interacciones, avisos de UI y elementos de guía para que los aprendices entiendan qué hacer en cada paso. Ayudé a ajustar rendimiento y visuales para HTC Vive Pro para mantener la experiencia fluida y cómoda durante sesiones de entrenamiento.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://youtu.be/sVTioteXu-0?si=zK1YspC_U029Jul8","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/Receptionist/1.mp4","/images/projects/VR/Receptionist/1.webp","/images/projects/VR/Receptionist/2.webp","/images/projects/VR/Receptionist/3.webp","/images/projects/VR/Receptionist/4.webp","/images/projects/VR/Receptionist/5.webp","/images/projects/VR/Receptionist/6.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implementé flujo de escenario, disparadores y eventos narrativos.","Configuré elementos de guía y avisos de UI para aprendices.","Ajusté el rendimiento visual para una experiencia VR cómoda."]},{"id":"14","slug":"construction-vr-safety","aliases":["14","construction-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Construction site safety protocols VR","Scaffolding & fall hazard VR simulation","Meta Quest VR deployment"],"title":"Construction – VR Safety Simulation","shortDescription":"Simulación VR para HTC Vive Pro que entrena a trabajadores para identificar peligros y seguir prácticas seguras en un sitio de construcción.","innerDescription":"Género y jugabilidad: El módulo VR de Construcción coloca a los aprendices en un sitio de construcción virtual donde deben reconocer peligros, seguir protocolos de seguridad y completar tareas de manera segura. Es parte de un conjunto más grande de experiencias de entrenamiento de seguridad industrial.\n\nMis contribuciones: Implementé interacciones clave y lógica de escenario relacionada con peligros de construcción y chequeos de seguridad. Trabajé en configuración de entorno, zonas de colisión y disparo, y elementos de feedback que resaltan comportamiento correcto o incorrecto. Contribuí al ajuste de rendimiento y guía de usuario para asegurar que el módulo fuera utilizable en contextos de entrenamiento reales.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://www.youtube.com/watch?v=Y13UvcPWTFc&list=PLIxllgo3dV4VxBtL33EbfdjiufhTRNVM4&index=2","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/Construction/1.webp","/images/projects/Construction/2.webp","/images/projects/Construction/3.webp","/images/projects/Construction/4.webp","/images/projects/Construction/5.webp","/images/projects/Construction/6.webp","/images/projects/Construction/7.webp","/images/projects/Construction/8.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implementé interacciones clave y lógica de reconocimiento de peligros.","Configuré colisiones del entorno, zonas de disparo y chequeos de seguridad.","Contribuí al ajuste de rendimiento y guía de usuario."]},{"id":"15","slug":"kitchen-vr-safety","aliases":["15","kitchen-safety-simulation"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Commercial kitchen hazard VR training","Fire extinguisher & chemical safety interactions","Meta Quest VR deployment"],"title":"Kitchen Safety – VR Training","shortDescription":"Simulador de seguridad de cocina industrial VR para HTC Vive Pro enfocado en detección de peligros, manejo de equipos y flujos de trabajo seguros.","innerDescription":"Género y jugabilidad: El módulo VR de Seguridad en Cocina entrena a usuarios para trabajar seguramente en entornos de cocina industrial identificando riesgos, usando equipo propiamente y siguiendo flujos de trabajo seguros a través de escenarios interactivos.\n\nMis contribuciones: Ayudé a diseñar e implementar flujo de escenario, interacciones con equipo de cocina y mecánicas de reconocimiento de peligros. Ajusté UI, avisos y ritmo para que aprendices no jugadores pudieran seguir procedimientos. Apoyé optimización para mantener tasa de cuadros y confort dentro de límites aceptables durante sesiones de entrenamiento extendidas.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://youtu.be/Chmrko5jd_Y?si=aZ5cZcs_ej3wgR60","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VR/AccKitchen/1.mp4","/images/projects/VR/AccKitchen/1.webp","/images/projects/VR/AccKitchen/2.webp","/images/projects/VR/AccKitchen/3.webp","/images/projects/VR/AccKitchen/4.webp","/images/projects/VR/AccKitchen/5.webp","/images/projects/VR/AccKitchen/6.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Diseñé e implementé flujo de escenario e interacciones con equipos.","Ajusté UI y ritmo para aprendices sin experiencia en juegos.","Apoyé la optimización para rendimiento sostenido durante el entrenamiento."]},{"id":"16","slug":"bus-driving-vr","aliases":["16","bus-driver-vr-simulator"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Passenger bus driver safety VR training","Vehicle cockpit interaction & mirrors simulation","Meta Quest VR deployment"],"title":"Bus Driver – VR Simulator","shortDescription":"Simulador de conducción de bus VR para HTC Vive Pro enfocado en hábitos de conducción segura, conciencia y reacción a eventos.","innerDescription":"Género y jugabilidad: El módulo de Conductor de Bus VR es una experiencia de entrenamiento donde los usuarios operan un bus en rutas simuladas, con énfasis en conciencia situacional, hábitos de conducción correctos y respuesta a eventos inesperados.\n\nMis contribuciones: Implementé controles de conducción, cámara e interacciones de entorno para el escenario de entrenamiento de bus. Alineé disparadores de eventos y feedback con objetivos de entrenamiento definidos por PHVA. Asistí con ajuste de rendimiento y confort, asegurando que el módulo pudiera ser usado repetidamente en sesiones de entrenamiento sin fatiga excesiva.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://youtu.be/2isEdj9tSPA?si=5VYL1MZMIbtBwJB5","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/BusDriver/1.webp","/images/projects/BusDriver/2.webp","/images/projects/BusDriver/3.webp","/images/projects/BusDriver/4.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implementé controles de conducción, cámara e interacciones del entorno.","Alineé disparadores de eventos y feedback con objetivos de entrenamiento.","Asistí con el ajuste de rendimiento y confort para simuladores."]},{"id":"17","slug":"vehicle-security","aliases":["17","vehicle-security-vr"],"role":"Unity XR Developer","companyOrContext":"Industrial Safety VR","categories":["XR","VR","Industrial","Training"],"cvClaims":["Vehicle inspection & security VR training","360 degree vehicle walkthrough inspection","Meta Quest VR deployment"],"title":"Vehicle Security – VR Training","shortDescription":"Módulo de entrenamiento VR que enseña procedimientos de seguridad vehicular, inspecciones e identificación de peligros alrededor de vehículos.","innerDescription":"Género y jugabilidad: Seguridad Vehicular es una experiencia de entrenamiento VR enfocada en rutinas de inspección correctas y procedimientos de seguridad alrededor de vehículos estacionados u operativos. Los aprendices se mueven alrededor de vehículos, revisan puntos clave y siguen protocolos definidos.\n\nMis contribuciones: Implementé flujos de inspección, puntos activos y lógica de interacción que guían a los usuarios a través de la lista de verificación de seguridad. Trabajé en avisos de UI y feedback de resultados para que los aprendices sepan qué omitieron o completaron correctamente. Apoyé diseño de mundo y ajuste de rendimiento para asegurar comportamiento consistente durante ejecuciones de entrenamiento repetidas.","platforms":["VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"youtubeUrl":"https://youtu.be/zur3A6A9b0c?si=d8j9UxwWSlty4CNc","isXR":true,"vrPlatform":["HTC Vive Pro"],"images":["/images/projects/VehicleSecurity/1.webp","/images/projects/VehicleSecurity/2.webp","/images/projects/VehicleSecurity/3.webp","/images/projects/VehicleSecurity/4.webp","/images/projects/VehicleSecurity/5.webp","/images/projects/VehicleSecurity/6.webp","/images/projects/VehicleSecurity/7.webp","/images/projects/VehicleSecurity/8.webp","/images/projects/VehicleSecurity/9.webp","/images/projects/VehicleSecurity/10.webp","/images/projects/VehicleSecurity/11.webp","/images/projects/VehicleSecurity/12.webp","/images/projects/VehicleSecurity/13.webp"],"techStack":["Unity","C#","VR","HTC Vive Pro"],"highlightedContributions":["Implementé flujos de inspección, puntos activos y lógica de interacción.","Trabajé en avisos de UI y feedback de resultados para aprendices.","Apoyé el diseño del mundo y ajuste de rendimiento."]},{"id":"18","slug":"phva-altura","aliases":["18"],"role":"Unity XR Developer","companyOrContext":"PHVA","categories":["XR","VR","Industrial","Training"],"cvClaims":["Work at height harness & anchor inspection VR"],"title":"PHVA - Altura","shortDescription":"Versión WebGL del simulador de seguridad en altura VR de PHVA, usado para revisar y probar escenarios de prevención de riesgos sin hardware VR (contraseña: 987555).","innerDescription":"Género y jugabilidad: PHVA - Altura (WebGL) es una adaptación de escritorio de un módulo de entrenamiento VR para trabajo en alturas. Los usuarios revisan escenarios de prevención de riesgos y procedimientos correctos desde un navegador, haciendo el contenido más fácil de demostrar y probar.\n\nMis contribuciones: porté lógica y flujos centrales del simulador de altura VR a un build WebGL, adaptando controles y comportamiento de cámara para escritorio. Configuré el flujo protegido por contraseña (987555) para demostraciones y pruebas internas. Ayudé a asegurar que el rendimiento y usabilidad permanecieran aceptables en un contexto de navegador.","platforms":["Web","VR"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/phva-alturaweb","youtubeUrl":"https://youtu.be/VWGS1u5J5N0?si=Hqafkld5BmD5bDUB","isXR":true,"vrPlatform":["Meta Quest 3","Meta Quest 2"],"images":["/images/projects/VR/Height/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Porté lógica central VR y escenarios de altura a WebGL.","Adapté controles y comportamiento de cámara para mouse/teclado.","Implementé flujo de demo protegido por contraseña para uso interno.","Ayudé a asegurar rendimiento y usabilidad en navegador."]},{"id":"19","slug":"phva-excavacion","aliases":["19"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Trench & excavation safety WebGL simulation"],"title":"PHVA - Excavación (WebGL)","shortDescription":"Adaptación WebGL del simulador de excavación VR de PHVA, permitiendo revisión basada en navegador de prácticas seguras de excavación (contraseña: 987555).","innerDescription":"Género y jugabilidad: PHVA - Excavación (WebGL) es una versión de navegador simplificada del módulo VR de seguridad en excavación. Presenta escenarios de excavación y mejores prácticas para operación segura en un formato que puede ser revisado sin hardware VR.\n\nMis contribuciones: Adapté escena, lógica e interacciones del módulo VR de excavación a WebGL, ajustando sistemas de entrada y cámara para escritorio. Implementé el flujo de demo con contraseña (987555) y ayudé a asegurar builds estables adecuados para presentaciones a clientes y entrenamiento interno.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/phva-excavacion","isXR":false,"images":["/images/projects/VR/Excavacion/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapté escena, lógica e interacciones de excavación a WebGL.","Ajusté sistemas de entrada y cámara para experiencia de escritorio.","Implementé acceso seguro a demo para presentaciones a clientes.","Aseguré builds estables para uso en entrenamiento interno."]},{"id":"20","slug":"phva-trabajos-en-caliente","aliases":["20"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Hot work welding safety WebGL simulation"],"title":"PHVA - Trabajos en Caliente (WebGL)","shortDescription":"Versión WebGL de un simulador VR de seguridad en trabajos en caliente, enfocado en reconocer riesgos y seguir procedimientos correctos en entornos de trabajo en caliente (contraseña: 987555).","innerDescription":"Género y jugabilidad: PHVA - Trabajos en Caliente (WebGL) cubre seguridad en trabajos en caliente a través de escenarios interactivos entregados en un navegador. Los aprendices identifican peligros, siguen pasos de procedimiento y aprenden prácticas seguras para tareas que involucran calor, chispas o llamas.\n\nMis contribuciones: Adapté escenarios centrales de seguridad de trabajos en caliente del simulador VR a WebGL, implementando lógica de interacción, UI y flujos de eventos a medida para escritorio. Mantuve el acceso protegido por contraseña para demo y pruebas. Apoyé mejoras de pulido y estabilidad para hacer el build confiable para entrenamiento y presentaciones de ventas.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/phva-trabajosencaliente","isXR":false,"images":["/images/projects/VR/Caliente/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Traduje escenarios de seguridad de trabajos en caliente de VR a WebGL.","Implementé lógica de interacción y flujos de UI para escritorio.","Mantuve acceso protegido por contraseña para pruebas.","Apoyé pulido y estabilidad para demos de ventas."]},{"id":"21","slug":"phva-reconocimiento-electrico","aliases":["21"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Electrical hazard recognition WebGL simulation"],"title":"PHVA - Reconocimiento Eléctrico (WebGL)","shortDescription":"Versión basada en web de un módulo VR de reconocimiento de riesgos eléctricos, permitiendo a los aprendices identificar riesgos y aplicar procedimientos seguros vía navegador (contraseña: 987555).","innerDescription":"Género y jugabilidad: PHVA - Reconocimiento Eléctrico (WebGL) es una experiencia de entrenamiento de reconocimiento de riesgo eléctrico adaptada de VR a escritorio. Los usuarios se mueven a través de escenarios, identifican peligros eléctricos y eligen respuestas apropiadas.\n\nMis contribuciones: Porté el flujo de reconocimiento eléctrico a WebGL, configurando interacciones, estados y UI para que los usuarios puedan completar sesiones desde cualquier navegador. Integré acceso demo basado en contraseña (987555) y ayudé a estabilizar builds para demostraciones y pilotos de entrenamiento.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/reconocimientoelectrico-demo","isXR":false,"images":["/images/projects/VR/Electric/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Porté el flujo de reconocimiento eléctrico a WebGL.","Configuré interacciones y UI para entrenamiento basado en navegador.","Integré acceso de demostración basado en contraseña.","Ayudé a estabilizar builds para programas piloto."]},{"id":"22","slug":"phva-espacios-confinados","aliases":["22"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Confined space safety entry protocol WebGL simulation"],"title":"PHVA - Espacios Confinados (WebGL)","shortDescription":"Build WebGL del entrenamiento VR de espacios confinados de PHVA, reforzando procedimientos de seguridad y uso adecuado de equipo en entornos de alto riesgo.","innerDescription":"Género y jugabilidad: PHVA - Espacios Confinados (WebGL) permite a los aprendices explorar escenarios de espacios confinados desde un navegador de escritorio, reforzando conciencia de riesgos y pasos correctos al entrar o trabajar en tales entornos.\n\nMis contribuciones: Traduje contenido de entrenamiento de espacios confinados de VR a una experiencia WebGL, adaptando esquemas de control y comportamiento de cámara. Implementé flujo, avisos y feedback para que los aprendices puedan entender errores y acciones correctas. Ayudé a asegurar que el build permaneciera eficiente y estable para demos internas y externas repetidas.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/phva-espaciosconfinados","isXR":false,"images":["/images/projects/VR/Confinado/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapté contenido de entrenamiento de espacios confinados de VR a WebGL.","Implementé flujo, avisos y retroalimentación para usuarios de escritorio.","Ayudé a asegurar rendimiento y estabilidad para demostraciones."]},{"id":"23","slug":"phva-medicina","aliases":["23"],"role":"Unity WebGL Developer","companyOrContext":"PHVA","categories":["Industrial","Training","WebGL"],"cvClaims":["Occupational health & first response WebGL simulation"],"title":"PHVA - Medicina (WebGL)","shortDescription":"Versión WebGL de un módulo de entrenamiento médico/quirúrgico VR, enfocado en entender procedimientos y secuencia correcta de acciones.","innerDescription":"Género y jugabilidad: PHVA - Medicina (WebGL) es una adaptación de escritorio simplificada de una experiencia de entrenamiento médico/quirúrgico originalmente construida para VR. Los usuarios revisan pasos de procedimiento y secuencias de acción correctas en un entorno basado en navegador.\n\nMis contribuciones: Adapté lógica central de procedimiento, flujos y UI de VR a WebGL, haciendo el contenido accesible sin headsets. Ajusté comportamiento de cámara e interacción para mouse/teclado, y apoyé trabajo de pulido y estabilidad para que la demo pudiera ser usada confiablemente para presentaciones a clientes y pruebas.","platforms":["Web"],"genre":"Simulation","state":"Published","ownership":"Company","ownerName":"PHVA Perú","team":[{"name":"Nancy Rojas","role":"3d Artist"}],"itchUrl":"https://fatcatgamestudio.itch.io/phva-medicina","isXR":false,"images":["/images/projects/VR/Operation/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Adapté lógica central de procedimientos y flujos de VR a WebGL.","Ajusté comportamiento de cámara e interacción para mouse/teclado.","Apoyé pulido y estabilidad para presentaciones a clientes."]},{"id":"24","slug":"pukyu","aliases":["24"],"role":"Unity Game Developer","companyOrContext":"FatCat Game Studio","categories":["Games","2D","Platformer"],"cvClaims":["Cultural narrative 2D platformer","Custom art & mechanics integration"],"title":"Pukyu","shortDescription":"Juego runner 2D donde corres a través de niveles hechos a mano en lugar de carreras infinitas, diseñado para móvil y Web.","innerDescription":"Género y jugabilidad: Pukyu es un runner 2D con niveles finitos y diseñados en lugar de generación infinita. Los jugadores navegan a través de obstáculos y peligros mientras aprenden patrones y tiempos a través de múltiples etapas.\n\nMis contribuciones: Implementé mecánicas centrales de carrera, manejo de colisiones y comportamientos de obstáculos en Unity. Trabajé en flujo de niveles, UI simple y transiciones para soportar una estructura de niveles finitos. Construí y desplegué un build Web para hacer el juego fácilmente compartible y testeable.","platforms":["Web"],"genre":"Runner","state":"Prototype","ownership":"Client","itchUrl":"https://fatcatgamestudio.itch.io/runner2d","isXR":false,"images":["/images/projects/Pukyu/Pukyu_1.webp","/images/projects/Pukyu/Pukyu_2.webp","/images/projects/Pukyu/Pukyu_3.webp","/images/projects/Pukyu/Pukyu_4.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Implementé mecánicas centrales de carrera, colisiones y obstáculos.","Trabajé en el flujo de niveles, UI y transiciones para niveles finitos.","Construí y desplegué versión Web para pruebas y compartir."]},{"id":"25","slug":"mla-mutual-learning-academy","aliases":["25"],"role":"Unity Developer","companyOrContext":"Client Project","categories":["Games","Education","Mobile"],"cvClaims":["Gamified learning portal","Cross-platform mobile client"],"title":"MLA - Mutual Learning Academy","shortDescription":"Hub educativo multi-curso construido como una plataforma Unity marca blanca con módulos de entrenamiento tipo juego para cumplimiento regulatorio, desplegado en Web, Android e iOS.","innerDescription":"Género y jugabilidad: Mutual Learning Academy (MLA) es un hub de entrenamiento que alberga múltiples cursos interactivos tipo juego para educación laboral y cumplimiento regulatorio. Los usuarios acceden a diferentes módulos, minijuegos y flujos de aprendizaje desde una sola plataforma a través de Web, Android e iOS.\n\nMis contribuciones: Contribuí a construir y mantener el hub basado en Unity usando Addressables y ScriptableObjects para gestionar cursos modulares y contenido. Trabajé en navegación UI, flujos de carga y comportamientos específicos de plataforma para WebGL, Android e iOS. Ayudé a asegurar que minijuegos y módulos de entrenamiento se integraran limpiamente en la arquitectura compartida, manteniendo el código base mantenible a medida que se agregaba nuevo contenido. Apoyé tareas de lanzamiento y estabilización para despliegues de producción.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.mutualportal","isXR":false,"images":["/images/projects/MutualPortal/1.webp","/images/projects/MutualPortal/2.webp","/images/projects/MutualPortal/3.webp","/images/projects/MutualPortal/4.webp","/images/projects/MutualPortal/5.webp"],"techStack":["Unity","C#","Addressables","WebGL","Android","iOS"],"highlightedContributions":["Contribuí a la arquitectura del hub basada en Unity usando Addressables.","Trabajé en navegación UI y comportamientos específicos por plataforma.","Integré minijuegos en la arquitectura de entrenamiento compartida.","Apoyé tareas de lanzamiento para despliegues de producción."]},{"id":"26","slug":"plaiup","aliases":["26"],"role":"Unity Developer","companyOrContext":"Client Project","categories":["Games","Mobile"],"cvClaims":["Mini-game collection framework"],"title":"Plaiup","shortDescription":"Variante marca blanca de Mutual Learning Academy: una plataforma educativa basada en Unity entregando entrenamiento laboral tipo juego en Web, Android e iOS.","innerDescription":"Género y jugabilidad: Plaiup es una versión de marca de la plataforma Mutual Learning Academy, entregando múltiples cursos de entrenamiento y módulos de aprendizaje inspirados en juegos para diferentes clientes. Los usuarios acceden al contenido a través de un hub unificado que soporta despliegues multiplataforma.\n\nMis contribuciones: Ayudé a adaptar la base MLA en un producto marca blanca reutilizable, configurando contenido, marca y flujos para Plaiup. Trabajé en integrar minijuegos existentes, sistemas de progresión y gestión de contenido con duplicación de código mínima. Abordé problemas específicos de plataforma para WebGL y móvil, y apoyé lanzamientos de producción para clientes usando la plataforma.","platforms":["Web","Android","iOS"],"genre":"Educational","ownership":"Company","ownerName":"TGA Entertainment LLC","state":"Published","playstoreUrl":"https://play.google.com/store/apps/details?id=com.tga.plaiup","websiteUrl":"https://www.tgacompany.com/pages/es/plug_and_play_es.html","isXR":false,"images":["/images/projects/Plaiup/1.webp","/images/projects/Plaiup/2.webp","/images/projects/Plaiup/3.webp","/images/projects/Plaiup/4.webp","/images/projects/Plaiup/5.webp"],"techStack":["Unity","C#","WebGL","Android","iOS"],"highlightedContributions":["Ayudé a adaptar la base MLA en un producto marca blanca.","Integré contenido y progresión con mínima duplicación de código.","Abordé problemas específicos de plataforma para WebGL y móvil.","Apoyé lanzamientos de producción para varios clientes."]},{"id":"27","slug":"cosmic-crusade","aliases":["27"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","3D","Space"],"cvClaims":["Space shooter combat mechanics","Particle effects & audio design"],"title":"Cosmic Crusade","shortDescription":"Juego de estrategia en tiempo real 3D para PC/Mac con multijugador construido en Photon PUN2, presentando control de unidades, combate y sesiones sincronizadas.","innerDescription":"Género y jugabilidad: Cosmic Crusade es un RTS 3D donde los jugadores comandan unidades, gestionan posicionamiento y participan en combate en tiempo real a través de mapas de ciencia ficción. El juego soporta sesiones multijugador donde los jugadores se enfrentan en batallas estratégicas.\n\nMis contribuciones: Trabajé en sistemas centrales de juego RTS incluyendo comandos de unidades, movimiento y comportamientos de combate. Implementé flujos multijugador con Photon PUN2, manejando lógica de sala, sincronización de unidades y gestión del ciclo de vida de sesión. Contribuí a optimizaciones de rendimiento y arreglo de problemas de juego durante el desarrollo para el cliente.","platforms":["PC","Mac"],"genre":"RTS","state":"Prototype","ownership":"Client","youtubeUrl":"https://www.youtube.com/watch?v=D2LsQh4TaU0","isXR":false,"images":["/images/projects/CosmicCrusade/1.mp4"],"techStack":["Unity","C#","Photon PUN2"],"highlightedContributions":["Trabajé en jugabilidad RTS central: comandos de unidades, movimiento y combate.","Implementé flujos multijugador y sincronización con Photon PUN2.","Contribuí a optimizaciones de rendimiento y corrección de errores."]},{"id":"28","slug":"vr-language-cafe","aliases":["28"],"role":"Unity XR Developer","companyOrContext":"Commercial Prototype","categories":["XR","VR","Education","Training"],"cvClaims":["Social VR language conversation prototype","Spatial audio & voice prompt interaction","Meta Quest VR hardware deployment"],"title":"VR Language Café","shortDescription":"Prototipo de práctica de idiomas VR para Meta Quest donde hablas con NPCs impulsados por IA en inglés y español usando Gemini y Google STT/TTS.","innerDescription":"Género y jugabilidad: VR Language Café es una experiencia educativa experimental donde los jugadores entran a un café virtual y tienen conversaciones habladas con NPCs impulsados por IA para practicar inglés y español. Cada personaje reacciona a la entrada del jugador, creando un ambiente de baja presión para practicar hablar y escuchar.\n\nMis contribuciones: Diseñé e implementé la tubería completa de interacción en Meta Quest, integrando Gemini con servicios de voz-a-texto y texto-a-voz de Google. Enruté entrada de voz a texto, la envié al LLM, y reproduje respuestas con sincronización labial básica de avatar. Me enfoqué en flujo de interacción, UX y robustez del bucle de IA para que los usuarios pudieran mantener conversaciones naturales dentro de VR. Ajusté el prototipo para rendimiento fluido en Quest 2 y 3.","platforms":["VR"],"genre":"Educational","state":"Prototype","youtubeUrl":"https://youtu.be/Ay-tyMY5-9A","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3","Meta Quest 2"],"images":["/images/projects/VRLanguageCafe/1.mp4","/images/projects/VRLanguageCafe/VRLanguageCafe_1.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_2.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_3.webp","/images/projects/VRLanguageCafe/VRLanguageCafe_4.webp"],"techStack":["Unity","C#","VR","Meta Quest","Google Gemini","Speech-to-Text"],"highlightedContributions":["Diseñé e implementé tubería completa de interacción: Voz a LLM a Habla.","Me enfoqué en el flujo de interacción y robustez para conversaciones naturales.","Ajusté el rendimiento para operación fluida en dispositivos Quest."]},{"id":"29","slug":"homefront-siege","aliases":["29"],"role":"Unity XR / MR Specialist","companyOrContext":"Prototype","categories":["XR","MR","VR","Games"],"cvClaims":["Mixed Reality passthrough spatial placement","Meta Quest 3 Passthrough & spatial mesh alignment","Tower defense spatial hand/controller interaction"],"title":"Homefront Siege: Defensa de Torres en Realidad Mixta","shortDescription":"Prototipo de defensa de torres en realidad mixta en Quest 3 donde escaneas tu habitación, colocas torretas en pisos reales y miras a los enemigos recorrer rutas alrededor de tus muebles.","innerDescription":"Género y jugabilidad: Homefront Siege es un juego de defensa de torres de realidad mixta donde tu habitación real se convierte en el campo de batalla. El sistema escanea pisos, encuentra puntos válidos y te permite colocar torretas en tu entorno real mientras los enemigos navegan alrededor de los muebles hacia su objetivo.\n\nMis contribuciones: Construí la jugabilidad central MR usando MRUK en Meta Quest 3, incluyendo escaneo de habitación, detección de pisos y colocación de torretas vía interacciones de pellizcar-y-colocar. Implementé horneado dinámico de NavMesh alrededor de obstáculos del mundo real para que los enemigos pudieran navegar alrededor de muebles. Estructuré enemigos, oleadas y proyectiles usando ScriptableObjects y object pooling para mantener el rendimiento estable en MR. Me enfoqué en construir una base flexible impulsada por sistemas para futuros experimentos de defensa de torres MR.","platforms":["XR"],"genre":"Tower Defense","state":"Prototype","youtubeUrl":"https://youtube.com/shorts/bieHktIiedw","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/HomefrontSiege/1.mp4","/images/projects/HomefrontSiege/HomefrontSiege_1.webp","/images/projects/HomefrontSiege/HomefrontSiege_2.webp","/images/projects/HomefrontSiege/HomefrontSiege_3.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","MRUK"],"highlightedContributions":["Construí jugabilidad MR central usando MRUK para escaneo y colocación.","Implementé bakeado dinámico de NavMesh en muebles del mundo real.","Estructuré oleadas de enemigos usando ScriptableObjects y object pooling."]},{"id":"30","slug":"mercedes-benz-mr-car-showcase","aliases":["30"],"role":"Unity XR Specialist","companyOrContext":"Commercial Prototype","categories":["XR","MR","Commercial"],"cvClaims":["Mercedes-Benz MR vehicle placement on Meta Quest 3","Spatial UI menu & real-time car color customization","Passthrough spatial surface anchoring"],"title":"Mercedes‑Benz MR Car Showcase","shortDescription":"Showroom de coches de realidad mixta para Quest 3 donde colocas un Mercedes-Benz a escala real en tu habitación, cambias acabados/colores y haces preguntas vía voz.","innerDescription":"Género y jugabilidad: El Showcase de Coche MR de Mercedes-Benz es una experiencia interactiva de realidad mixta que permite a los usuarios generar un coche a escala real en su espacio real, caminar alrededor de él, cambiar acabados visuales y colores, e interactuar con él usando paneles de UI flotantes y voz.\n\nMis contribuciones: Implementé interacciones MR centrales usando Unity XR Interaction Toolkit tanto para seguimiento de manos como controladores en Meta Quest 3. Construí el flujo de colocación, UI de cambio de color/acabado y comportamiento de interacción con objetos. Integré una tubería STT/TTS basada en Gemini para que los usuarios pudieran hacer preguntas y recibir respuestas habladas dentro del headset, incluyendo una ruta de audio personalizada para reproducir respuestas. Colaboré con el equipo para mantener el rendimiento y calidad visual alineados con expectativas de showroom.","platforms":["XR"],"genre":"Interactive Showcase","state":"Prototype","youtubeUrl":"https://youtu.be/avSMVDT3thI","ownership":"Company","ownerName":"Onikom / Mercedes-Benz","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/XRCarShowcase/XRCarShowcase_1.webp","/images/projects/XRCarShowcase/XRCarShowcase_2.webp","/images/projects/XRCarShowcase/XRCarShowcase_3.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","XR Interaction Toolkit","Google Gemini"],"highlightedContributions":["Implementé interacciones MR centrales usando XR Interaction Toolkit.","Construí flujo de colocación, UI de cambio de color y características de asistente de voz.","Integré tubería STT/TTS basada en Gemini para preguntas y respuestas."]},{"id":"31","slug":"xr-furniture-fitter","aliases":["31"],"role":"Unity XR Specialist","companyOrContext":"Commercial Prototype","categories":["XR","MR","AR"],"cvClaims":["Interior furniture spatial MR layout preview","Real-time raycast surface snap on Meta Quest 3"],"title":"XR Furniture Fitter","shortDescription":"Herramienta de colocación de muebles en realidad mixta para Quest 3 donde exploras un catálogo, colocas y rotas muebles en superficies reales y guardas diseños con anclas.","innerDescription":"Género y jugabilidad: XR Furniture Fitter es un prototipo estilo utilidad MR para visualización de interiores. Los usuarios exploran un catálogo de muebles, colocan y ajustan ítems en pisos y paredes reales, y guardan diseños en su espacio físico para sesiones posteriores.\n\nMis contribuciones: Desarrollé los sistemas centrales de colocación y manipulación de muebles en Meta Quest 3, usando Depth API para detección de piso/pared. Implementé colocación de objetos, rotación y eliminación con interacciones tanto de controladores como de manos. Integré OVR Spatial Anchors para persistir diseños entre sesiones. Estructuré el prototipo como una base enfocada en sistemas para futuras experiencias de diseño de interiores y planificación de espacios.","platforms":["XR"],"genre":"Utility","state":"Prototype","youtubeUrl":"https://youtu.be/3OONXLHtJuE","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/XRFurnitureFitter/XRFurnitureFitter_1.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_2.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_3.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_4.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_5.webp","/images/projects/XRFurnitureFitter/XRFurnitureFitter_6.webp"],"techStack":["Unity","C#","MR","Meta Quest 3","Depth API"],"highlightedContributions":["Desarrollé sistemas centrales de colocación y manipulación de muebles usando Depth API.","Implementé feedback de colocación, rotación y eliminación de objetos.","Integré OVR Spatial Anchors para diseños persistentes."]},{"id":"32","slug":"gothicvania","aliases":["32"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","2D"],"cvClaims":["Action platformer combat & animation state machine"],"title":"GothicVania","shortDescription":"Prototipo de combate estilo metroidvania 2D construido en Unity para explorar flujo de combate, VFX y momentos impulsados por cámara/Timeline.","innerDescription":"Género y jugabilidad: GothicVania es un prototipo de acción-aventura inspirado en metroidvanias, enfocándose en la sensación de combate, encuentros con enemigos y presentación atmosférica. Los jugadores luchan contra enemigos, exploran pequeños entornos y experimentan momentos guionados.\n\nMis contribuciones: Creé sistemas de combate usando animación de Unity, Timeline y VFX para iterar en reacciones de golpe, sacudidas de cámara y feedback de enemigos. Implementé IA básica de enemigos, manejo de estados y configuraciones de encuentros. Usé el proyecto como banco de pruebas para mejorar mi enfoque hacia la sensación de combate, ritmo y feedback visual en juegos de acción 2D.","platforms":["Web"],"genre":"Action-Adventure","ownership":"Personal","state":"Prototype","itchUrl":"https://fatcatgamestudio.itch.io/gothicvania","youtubeUrl":"https://youtu.be/6Kr_jJgU5Lk?si=3AWxxtBVTJJQTiWt","isXR":false,"images":["/images/projects/GothicVania/GothicVania_1.mp4","/images/projects/GothicVania/GothicVania_2.webp","/images/projects/GothicVania/GothicVania_3.webp","/images/projects/GothicVania/GothicVania_4.webp","/images/projects/GothicVania/GothicVania_5.webp","/images/projects/GothicVania/GothicVania_6.webp","/images/projects/GothicVania/GothicVania_7.webp"],"techStack":["Unity","C#","2D Animation","Timeline"],"highlightedContributions":["Creé sistemas de combate usando Animación de Unity, Timeline y VFX.","Implementé IA básica de enemigos, manejo de estados y configuración de encuentros.","Usé sacudida de cámara y pausa de golpe para mejor sensación de juego."]},{"id":"33","slug":"cover-it-with-chocolate","aliases":["33"],"role":"Unity Developer","companyOrContext":"Game Jam","categories":["Games","Arcade"],"cvClaims":["Physics dipping simulation"],"title":"¡Cúbrelo con Chocolate!","shortDescription":"Juego de puzles web donde dibujas caminos rectos para esparcir chocolate y cubrir todo el tablero sin superponerse incorrectamente.","innerDescription":"Género y jugabilidad: ¡Cúbrelo con Chocolate! es un juego de puzles basado en cuadrícula donde los jugadores deben planear caminos para cubrir cada baldosa con chocolate usando movimientos en línea recta. El desafío viene de evitar superposiciones y callejones sin salida mientras aún se pinta todo el tablero.\n\nMis contribuciones: Diseñé e implementé lógica de cuadrícula, validación de caminos y condiciones de victoria/derrota en Unity. Construí UI y feedback (sonidos, visuales) para hacer el dibujo de caminos y errores fácil de entender. Empaqueté el prototipo como un build WebGL para juego en navegador y recolección de feedback.","platforms":["Web"],"genre":"Puzzle","state":"Prototype","unityBuildPath":"/unity-builds/chocolateWay/","buildWidth":1280,"buildHeight":720,"itchUrl":"https://fatcatgamestudio.itch.io/the-chocolate-way","ownership":"Personal","isXR":false,"images":["/images/projects/CoverIt/1.mp4","/images/projects/CoverIt/Coverit_1.webp","/images/projects/CoverIt/Coverit_2.webp","/images/projects/CoverIt/Coverit_3.webp","/images/projects/CoverIt/Coverit_4.webp","/images/projects/CoverIt/Coverit_5.webp","/images/projects/CoverIt/Coverit_6.webp","/images/projects/CoverIt/Coverit_7.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Diseñé lógica de cuadrícula, validación de caminos y condiciones de victoria/derrota.","Construí UI y feedback para dibujo de caminos y estados de error.","Optimicé build WebGL para juego en navegador y compartir."],"sourceCodeUrl":"https://github.com/BurningAl15/SlidingPuzzle"},{"id":"34","slug":"fox-and-hedgehog-2d","aliases":["34"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","2D"],"cvClaims":["Character mechanics & level flow"],"title":"Fox's Tale","shortDescription":"Plataformero 2D creado como ejemplo de enseñanza para clases de Unity/diseño de juegos, mostrando conceptos centrales de plataformas.","innerDescription":"Género y jugabilidad: Fox's Tale es un plataformero 2D simple que presenta movimiento básico, saltos, enemigos y puntos de control, construido específicamente como herramienta de enseñanza.\n\nMis contribuciones: Diseñé y desarrollé todo el proyecto como muestra educativa, usándolo en clases y tutoriales para explicar movimiento, colisión, enemigos, diseño de niveles y pulido básico. Me enfoqué en escribir código claro y legible y estructurar escenas de una manera que los estudiantes pudieran seguir y extender fácilmente.","platforms":["Web"],"genre":"Platformer","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/foxs-tale","isXR":false,"images":["/images/projects/FoxsTale/1.mp4","/images/projects/FoxsTale/2.mp4","/images/projects/FoxsTale/FoxsTale_1.webp","/images/projects/FoxsTale/FoxsTale_2.webp","/images/projects/FoxsTale/FoxsTale_3.webp","/images/projects/FoxsTale/FoxsTale_4.webp","/images/projects/FoxsTale/FoxsTale_5.webp","/images/projects/FoxsTale/FoxsTale_6.webp"],"techStack":["Unity","C#"],"highlightedContributions":["Diseñé todo el proyecto como muestra educativa para estudiantes.","Implementé código claro y legible para movimiento y colisión.","Estructuré escenas para ser fácilmente extensibles para el aprendizaje."],"sourceCodeUrl":"https://github.com/BurningAl15/Platformer2d"},{"id":"38","slug":"harvest-defense","aliases":["38"],"role":"2D Game Developer","companyOrContext":"Personal Project","categories":["Games","Strategy"],"cvClaims":["Grid placement & wave spawner system"],"title":"Harvest Defense","shortDescription":"Prototipo híbrido de defensa de torres/acción donde proteges tu cosecha usando semillas que pueden ser disparadas o plantadas como unidades defensivas.","innerDescription":"Género y jugabilidad: Harvest Defense es un prototipo que mezcla defensa de torres y acción. Los jugadores defienden cultivos de amenazas entrantes plantando semillas como defensas estáticas o disparándolas directamente a enemigos, gestionando recursos limitados y posicionamiento.\n\nMis contribuciones: Implementé sistemas centrales de juego incluyendo plantado, disparo, oleadas de enemigos y gestión básica de recursos. Usé el proyecto como patio de recreo para explorar bucles de juego híbridos, ritmo y el impacto de diferentes esquemas de control y patrones de enemigos.","platforms":["Web"],"genre":"Tower Defense","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/harvest-defense","isXR":false,"images":["/images/projects/HarvestDefense/HarvestDefense_1.webp","/images/projects/HarvestDefense/HarvestDefense_2.webp","/images/projects/HarvestDefense/HarvestDefense_3.webp","/images/projects/HarvestDefense/HarvestDefense_4.webp","/images/projects/HarvestDefense/HarvestDefense_5.webp"],"techStack":["Construct 3","HTML5","2D"],"technologies":["Construct 3","HTML5"],"highlightedContributions":["Implementé sistemas de juego híbridos de plantado/disparo.","Creé lógica de oleadas de enemigos y gestión de recursos.","Iteré en controles para mezclar acción y estrategia."]},{"id":"36","slug":"memories","aliases":["36"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Memory card logic & UI feedback"],"title":"Memories","shortDescription":"Juego de jam narrativo creado para Lima Game Jam, explorando recuerdos, elecciones y consecuencias.","innerDescription":"Género y jugabilidad: Memories es una aventura narrativa corta construida bajo restricciones de game jam. Los jugadores se mueven a través de escenas que exploran la memoria y toma de decisiones, con interacciones simples apoyando la historia.\n\nMis contribuciones: Co-creé el concepto e implementé la jugabilidad y flujo narrativo en Unity durante el jam. Me enfoqué en obtener un bucle completo y pulido dentro de límites de tiempo ajustados, incluyendo UI básica, transiciones y elementos atmosféricos.","platforms":["Web"],"genre":"Narrative Adventure","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memories","isXR":false,"images":["/images/projects/Memories/Memories_1.webp","/images/projects/Memories/Memories_2.webp","/images/projects/Memories/Memories_3.webp","/images/projects/Memories/Memories_4.webp","/images/projects/Memories/Memories_5.webp","/images/projects/Memories/Memories_6.webp","/images/projects/Memories/Memories_7.webp","/images/projects/Memories/Memories_8.webp","/images/projects/Memories/Memories_9.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Co-creé el concepto e implementé el flujo narrativo en Unity.","Me enfoqué en completar un bucle pulido dentro de restricciones del jam.","Implementé UI, transiciones y elementos atmosféricos."]},{"id":"37","slug":"land-of-the-free","aliases":["37"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","3D"],"cvClaims":["3D environment traversal"],"title":"Land of the Free","shortDescription":"Proyecto de game jam Unity hecho para Lima Game Jam, construido alrededor del tema del evento con un bucle de juego completo y de pequeña escala.","innerDescription":"Género y jugabilidad: Land of the Free es una aventura a escala de jam que interpreta el tema del evento a través de mecánicas simples y objetivos claros, entregando una experiencia completa en un tiempo de juego corto.\n\nMis contribuciones: Participé en concepto, prototipado e implementación del bucle de juego usando Unity. Ayudé a asegurar que el proyecto alcanzara un estado publicable durante el jam, con UI básica, feedback y flujo de escenas en su lugar.","platforms":["Web"],"genre":"Adventure","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/land-of-the-free","isXR":false,"images":["/images/projects/LandOfFree/LandOfFree_1.webp","/images/projects/LandOfFree/LandOfFree_2.webp","/images/projects/LandOfFree/LandOfFree_3.webp","/images/projects/LandOfFree/LandOfFree_4.webp"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Participé en concepto, prototipado e implementación.","Aseguré que el proyecto alcanzara estado publicable con UI/feedback básicos.","Implementé mecánicas centrales del bucle de juego."]},{"id":"41","slug":"giant-trucks-race","aliases":["41"],"role":"Unity Developer","companyOrContext":"Personal Tech Demo","categories":["Games","3D","PC"],"cvClaims":["Unity High Definition Render Pipeline (HDRP) vehicle physics demo"],"title":"Giant Trucks Race","shortDescription":"Prototipo de carreras construido en Unity HDRP donde conduces camiones de construcción masivos usando una integración personalizada de volante Logitech G29.","innerDescription":"Género y jugabilidad: Giant Trucks Race es un prototipo de carreras con camiones de construcción de gran tamaño renderizados usando Unity HDRP. Los jugadores conducen vehículos pesados de gran escala alrededor de una pista, con énfasis en manejo pesado, escala exagerada y fidelidad visual HDRP.\n\nMis contribuciones: Desarrollé un parser de entrada de volante personalizado para el Logitech G29 (volante, pedales, detección de marcha) y creé un controlador de vehículo a medida ajustado para el peso e inercia únicos de camiones gigantes. Implementé cambios de marcha, aceleración y lógica de giro. Experimenté con iluminación HDRP, materiales y composición de escena para explorar visuales realistas. Usé el prototipo como sandbox para probar sensación de vehículo, integración de hardware y consideraciones de rendimiento en Unity.","platforms":["PC"],"genre":"Racing","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/pC-KCDSGUVk?si=dtM-vg0bMjbgI2cB","isXR":false,"images":["/images/projects/GiantTruckRace/1.mp4"],"techStack":["Unity","C#","HDRP","Logitech SDK"],"highlightedContributions":["Desarrollé parser de entrada personalizado para volante Logitech G29.","Creé controlador de vehículo a medida para físicas de camiones pesados.","Experimenté con iluminación HDRP y visuales realistas."]},{"id":"39","slug":"memory-pulse","aliases":["39"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Puzzle"],"cvClaims":["Audio-visual pattern recognition game loop"],"title":"Memory Pulse","shortDescription":"Juego de memoria estilo Simon Says construido en Unity 6.2 donde repites secuencias de luces y sonidos a medida que aumenta la dificultad.","innerDescription":"Género y jugabilidad: Memory Pulse es un juego de memoria minimalista inspirado en Simon Says. Los jugadores observan una secuencia de luces y sonidos y deben repetirla correctamente, con el patrón volviéndose más largo y exigente con el tiempo.\n\nMis contribuciones: Construí la máquina de estados completa para generación de secuencias, reproducción y validación de entrada en Unity 6.2. Ajusté tiempos, feedback y escalado de dificultad para mantener las partidas justas pero desafiantes. Empaqueté el juego como un prototipo pulido amigable para WebGL/móvil, enfocándome en arquitectura limpia y código mantenible como un proyecto pequeño y enfocado.","platforms":["Web","Android"],"genre":"Memory","state":"Production","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memory-pulse","unityBuildPath":"/unity-builds/MemoryPulse/","buildWidth":720,"buildHeight":1280,"isXR":false,"images":["/images/projects/MemoryPulse/1.mp4"],"techStack":["Unity","C#","WebGL","Android"],"highlightedContributions":["Construí máquina de estados para generación de secuencias y validación de entrada.","Ajusté tiempos, feedback y escalado de dificultad.","Empaqueté como prototipo pulido para WebGL/Móvil."]},{"id":"40","slug":"gravity-runner","aliases":["40"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Arcade"],"cvClaims":["Gravity inversion mechanic & endless runner spawner"],"title":"Gravity Runner","shortDescription":"Prototipo de endless runner hecho en Godot donde inviertes la gravedad para navegar obstáculos y sobrevivir tanto como sea posible.","innerDescription":"Género y jugabilidad: Gravity Runner es un endless runner donde el giro central es invertir la gravedad para evitar peligros y navegar el diseño del nivel. El juego desafía a los jugadores a cronometrar cambios de gravedad para sobrevivir a medida que aumentan la velocidad y complejidad.\n\nMis contribuciones: Desarrollé el prototipo en Godot, implementando mecánicas de inversión de gravedad, peligros y diseño procedimental básico. Usé el proyecto para explorar el flujo de trabajo de Godot, sistema de escenas y tubería de exportación Web, mientras mantenía una estructura de código limpia y legible.","platforms":["Web"],"genre":"Endless Runner","state":"Prototype","ownership":"Personal","itchUrl":"https://fatcatgamestudio.itch.io/memory-pulse","godotBuildPath":"/godot-builds/GravityRunner/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/GravityRunner/1.mp4","/images/projects/GravityRunner/2.webp","/images/projects/GravityRunner/3.webp","/images/projects/GravityRunner/4.webp"],"techStack":["Godot","GDScript","WebGL"],"highlightedContributions":["Desarrollé prototipo en Godot usando GDScript.","Implementé mecánicas de inversión de gravedad y obstáculos procedimentales.","Exporté a Web asegurando estructura de código limpia."],"sourceCodeUrl":"https://github.com/BurningAl15/GravityRunner2D"},{"id":"44","slug":"pig-year-food-fight","aliases":["44"],"role":"Unity Developer","companyOrContext":"Game Jam","categories":["Games","Arcade"],"cvClaims":["Local multiplayer mechanics"],"title":"Pig Year Food Fight","shortDescription":"Juego de guerra de comida caótico en el universo FatCat/Slothy donde los personajes lanzan comida en partidas de ritmo rápido.","innerDescription":"Género y jugabilidad: Pig Year Food Fight es un juego de acción alegre centrado en guerras de comida rápidas entre personajes, encajando en el mismo universo que Lazy Lovers y los títulos de Slothy. Las partidas son cortas, visuales y enfocadas en diversión en lugar de sistemas complejos.\n\nMis contribuciones: Contribuí a la implementación de jugabilidad, flujos de UI e integración de arte, UI/UX y audio creado por el equipo. Ayudé a asegurar que las interacciones se sintieran responsivas y legibles en dispositivos móviles y que el proyecto se alineara visual y tonalmente con el resto del portafolio de FatCat Game Studio.","platforms":["Android"],"genre":"Action","state":"Published","ownership":"Company","ownerName":"FatCat Game Studio","isXR":false,"playstoreUrl":"https://play.google.com/store/apps/details?id=com.FatCatGameStudio.PigYearFF","images":["/images/projects/PigYear_Falta/0.webp","/images/projects/PigYear_Falta/0_1.webp","/images/projects/PigYear_Falta/1.webp","/images/projects/PigYear_Falta/2.webp","/images/projects/PigYear_Falta/3.webp"],"team":[{"name":"Alfredo San Martin","role":"Musica"},{"name":"Carlos Montaño","role":"Programación"},{"name":"Nancy Rojas","role":"UX/UI"},{"name":"Gabriela Palma","role":"Arte"}],"techStack":["Unity","C#","Android"],"highlightedContributions":["Contribuí a la implementación de jugabilidad y flujos de UI.","Integré assets de arte y audio para responsividad móvil.","Alineé visuales del proyecto con la marca del estudio."]},{"id":"45","slug":"cheffxr","aliases":["45"],"role":"Unity XR Developer","companyOrContext":"XR Prototype","categories":["XR","VR","Training"],"cvClaims":["VR interactive culinary cooking steps & spatial hand tracking","Meta Quest VR hardware deployment"],"title":"CheffXR","shortDescription":"Asistente de cocina XR para Meta Quest 3 que escanea tus ingredientes, sugiere recetas y te guía paso a paso al cocinar.","innerDescription":"Género y jugabilidad: CheffXR es un prototipo de utilidad de realidad mixta donde los usuarios miran su mesa o nevera real, escanean ingredientes disponibles y reciben sugerencias de recetas. Una vez elegida una receta, la app guía al usuario paso a paso a través de la preparación con temporizadores e instrucciones visuales.\n\nMis contribuciones: Trabajé como ingeniero XR en Meta Quest 3, enfocándome en interacciones, flujos de UI e integración con el Motor de Recomendación de Recetas (RRE). Implementé UI XR para explorar y seleccionar recetas, y ayudé a conectar con servicios basados en OpenAI usados para generar imágenes y sugerencias de recetas. Colaboré con otros ingenieros XR y líderes responsables del reconocimiento de ingredientes, temporizadores e IA de voz para entregar un prototipo cohesivo.","platforms":["XR"],"genre":"Utility","state":"Prototype","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/CheffXR/ChefXR.mp4"],"team":[{"name":"Daniel O","role":"Team Lead\nIngredient recognition using computer vision"},{"name":"Aishah G","role":"Co-Lead\nProject management\nRecipe Recommendation Engine (RRE)"},{"name":"Hemachandran B","role":"XR Engineer\nTimer mechanism for cooking"},{"name":"Brian Benjamin P","role":"XR Engineer\nSteps engine for recipe preparation. Voice AI with Eleven Labs"}],"techStack":["Unity","C#","MR","Meta Quest 3","OpenAI","Computer Vision"],"highlightedContributions":["Implementé UI XR para exploración y selección de recetas.","Integré servicios de OpenAI para generación de recetas/imágenes.","Colaboré en conectar componentes de visión por computadora e IA de voz."]},{"id":"46","slug":"piano-tiles-vr","aliases":["46"],"role":"Unity XR Developer","companyOrContext":"XR Prototype","categories":["XR","VR","Games"],"cvClaims":["3D Spatial audio rhythm gameplay on Meta Quest VR"],"title":"Piano Tiles VR","shortDescription":"Juego de Piano Tiles basado en ritmo en VR/MR donde pisas físicamente teclas de piano gigantes en sincronía con la música.","innerDescription":"Género y jugabilidad: Piano Tiles VR es un concepto de juego de ritmo donde el suelo está cubierto con teclas de piano de gran tamaño, y los jugadores se mueven y saltan físicamente sobre ellas para tocar notas a tiempo con la música. El MVP apunta a tres mundos musicales con diferentes dificultades, soportando modos VR completo y passthrough con características de seguridad.\n\nMis contribuciones: Me enfoqué en el diseño de sistemas para dificultad de niveles, incluyendo tamaño de teclas, variaciones de ritmo y estructuras de datos para fusionar archivos de música y juego. Ayudé a diseñar herramientas y lógica que controlan cómo se generan los patrones y cómo escala la dificultad, permitiendo a los diseñadores iterar más rápido en ritmo y diseño. Trabajé estrechamente con el resto del equipo manejando aparición de teclas, visuales, límites de seguridad y hápticos para mantener la experiencia cohesiva.","platforms":["XR"],"genre":"Rhythm","state":"Prototype","ownership":"Personal","isXR":true,"vrPlatform":["Meta Quest 3"],"images":["/images/projects/PianoTiles/PianoTiles.mp4"],"team":[{"name":"Heather M","role":"Piano tiles spawning, alignment to beat, merging files"},{"name":"Maria T","role":"UI and 3D graphics development"},{"name":"Vijay K","role":"Safety boundary, haptic feedback, locomotion"}],"techStack":["Unity","C#","MR","Meta Quest 3"],"highlightedContributions":["Diseñé sistema para dificultad de niveles y alineación de ritmo.","Creé herramientas para escalado de generación de niveles.","Trabajé en aparición de teclas, límites de seguridad y hápticos."]},{"id":"48","slug":"ufo-to-the-rescue","aliases":["48"],"role":"Unity Developer","companyOrContext":"Personal Project","categories":["Games","Arcade"],"cvClaims":["Tractor beam physics & target capture mechanics"],"title":"UFO to the Rescue!","shortDescription":"Acompaña a Al’ilsh en su aventura por recuperar a sus amigos que fueron capturados y convertidos en orbes.","innerDescription":"Acompaña a Al’ilsh en su aventura por recuperar a sus amigos que fueron capturados y convertidos en orbes. Para esto tendrá que usar todas sus habilidades y su lógica para pasar por diferentes situaciones, ten mucho cuidado porque no será nada fácil. Este es el concepto del juego, y la idea es presentar el como un alien llega desde el espacio a intentar rescatar a sus amigos que fueron convertidos en orbes y repartidos en este nuevo mundo. En este nivel se presentan mecánicas básicas del juego (caminar, saltar, agarrar/soltar, waypoints mejorados con mecánica de abducción).","platforms":["Web"],"genre":"Platform/Puzzle","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/dmPXrIlLz1I?si=_1pU26R03pFUl5SD","itchUrl":"https://fatcatgamestudio.itch.io/ufo-to-the-rescue","unityBuildPath":"/unity-builds/UFO/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/UFO/1.mp4"],"techStack":["Unity","C#","WebGL"],"highlightedContributions":["Implementé mecánicas centrales de plataformas y rompecabezas.","Creé sistema de manipulación de objetos (agarrar/soltar/abducir).","Diseñé waypoints de nivel y comportamiento del personaje jugador."],"sourceCodeUrl":"https://github.com/BurningAl15/CutePlatformer2d"},{"id":"47","slug":"darius-the-tribute","aliases":["47"],"role":"Unity Developer","companyOrContext":"Personal Fan Project","categories":["Games","2D"],"cvClaims":["Classic horizontal shmup pattern recreation"],"title":"Darius the Tribute","shortDescription":"Prototipo de Shoot 'em up hecho en Godot donde controlas el halcón plateado para sobrevivir a hordas de enemigos en el espacio.","innerDescription":"Género y jugabilidad: Darius the Tribute es un shoot 'em up donde controlas el halcón plateado para sobrevivir a hordas de enemigos en el espacio. El juego presenta una jugabilidad simple pero atractiva donde los jugadores deben esquivar proyectiles entrantes y destruir enemigos.","platforms":["Web"],"genre":"Shoot 'em up","state":"Prototype","ownership":"Personal","youtubeUrl":"https://youtu.be/uTza5516KE0?si=JO5SU1MRcO6abuUo","itchUrl":"https://fatcatgamestudio.itch.io/darius-the-tribute","godotBuildPath":"/godot-builds/Darius/","buildWidth":1280,"buildHeight":720,"isXR":false,"images":["/images/projects/Darius/1.mp4"],"techStack":["Godot","GDScript","WebGL"],"highlightedContributions":["Implementé mecánicas centrales shmup: movimiento, disparo, enemigos.","Creé visuales y feedback estilo retro."],"sourceCodeUrl":"https://github.com/BurningAl15/snes-darius-tribute-godot"}]}}