I am a gameplay and animation programmer specializing in creating responsive, character-driven systems. My passion lies at the intersection of movement, combat, and animation. Crafting the moment-to-moment feel that defines a game’s identity.
I recently completed my Master’s in Game Design, and technical degree in Game Development focusing my expertise on advanced animation systems and character control. My portfolio showcases this through projects like a full Souls-like combat framework in Unreal Engine 5 and a movement-based magic system prototype.
I thrive on technical challenges that directly shape player experience: implementing data-driven animation graphs and motion-matching systems, designing physics-informed movement, and building animation state machines that are both powerful and designer-friendly. My technical toolkit includes C++, C#, Unreal Engine 5, Unity, and expertise in 3D content pipelines (Maya/3DS Max, ZBrush, Substance).
My background includes production experience on a VR title, giving me a keen understanding of full development pipelines.
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