--. Technical Artist .--
--. VFX Artist .--
--. Game Developer .--
As a Senior Technical Artist in Limit Break, I have been in charge of the development of shaders,
production tools in Unity and internal systems as well as producing 2D animations using Unity and Spine. I took a major role in profiling and performance optimization efforts. As part of my duties, I have also worked in the creation of workflows and pipelines, and the realization of several comprehensive documents and guidelines to improve production.
As a Semi-Senior Technical Artist in Globant, I have been in charge of the development of shaders and VFX in diverse projects for multiple platforms. I was also responsible for the creation of artistic pipelines to ensure the best visual quality on each project. Additionally I have been in charge of the development of tools for engines and 3D software.
Professor of the Graphics Libraries subject for the Video Game Development career, where
students learned how graphic pipelines work, as well as how to develop diverse types of shaders and VFX for different types of games.
Professor of several courses related to video game development, technical art, graphic design
and development of mobile applications. Depending on the course, students would learn how to
use the necessary tools to make their own productions, using industry standard practices.
Since the beginning of 2018 I started developing my own games while also working as an
independent contractor. I have published several games for mobile platforms under the brand
Moontastic. I was in charge of the ideation and entire production of all my games, having
produced the 3D and 2D assets, music, scripts, and game design.
Published games:
• Mechs Rumble Blitz - Moontastic
• HUE Defender - Moontastic
• Shinobi Ascend - Moontastic
• Salvager - Moontastic
• Nana - Digital Tinkerers
• Glowinig - Moontastic
• Undisclosed PC game - Moontastic